Physics in Godot runs at 60FPS, when the rendering (and scene updates) differs of it, this kind of bad-sync issues appear.
The player movement runs with at physics rate (and its camera so), so the effect is like the video.
Possible fix:
Remove the usage of AnimatableBody3D to sync dynamic bodies, instead, use the StaticBody3D. To sync the player with the body, use the ray cast method (as bevy-explorer does)
Related to #337
https://github.com/decentraland/godot-explorer/assets/8042536/297b3a90-ab5e-4ff7-a913-d4067b0d35c3
Physics in Godot runs at 60FPS, when the rendering (and scene updates) differs of it, this kind of bad-sync issues appear. The player movement runs with at physics rate (and its camera so), so the effect is like the video.
Possible fix:
AnimatableBody3D
to sync dynamic bodies, instead, use the StaticBody3D. To sync the player with the body, use the ray cast method (as bevy-explorer does)