Hi there, I’ve had issues with jittery player movement since I began with godot last week and have been trying to find a fix since.
I have tried altering Physics Ticks per Second to match the refresh rate of my monitor (60Hz) and have tried setting this much higher (240 ticks) as some people said this worked, but it did not.
I also tried splitting my code between the _process() and _physics_process() loops in countless ways but saw no change.
The problem is likely not the movement either since it occurs with multiple different movement techniques I have tried [incl. setting the position directly and using move_and_slide()], and the tutorials I followed seemed to have fluid movement unlike mine.
I replicated the official documentation guide and copied the source code directly, and the issue is still present as shown in video #1. This issue also happens with other projects with different movement including the one attached in video #2.
If this is happening when you are moving your player manually (by accessing the transform in _process directly for example), the issue is most likely your movement code. (Hardware/OS or performance issues are possible too, but unlikely)
That seems very odd do you know if a GitHub issue exists?
I would think apply force and apply torque would be smooth enough. Character class don’t make sense to me since you adjust velocity and rotation move and slide does sort of magic.
I’ve tried both solutions but nothing changed, I’m sure I implemented them correctly as I followed GitHub’s instructions for the plugin and saw movement speed changes when using lerp, but still had the same jittery / stuttery effect.
I don’t think the movement code is the issue since I’ve used code from mutiple different sources which worked fine for them and I’m certain it’s not a hardware problem since I’m able to run much more complex games with no problems.
Sorry for being difficult, I’m happy to give any more insight if it helps!