Open damian-pastorini opened 6 months ago
I am also experiencing this issue and it is driving me insane. It only seems to happen when when trying to implement a fixed time step for multiplayer games when the monitor refresh (165hz) rate doesn't match the fixed time step (60 fps):
update(_time: number, delta: number): void {
if (!this.currentPlayer || this.paused) return
this.elapsedTime += delta
while (this.elapsedTime >= FIXED_TIME_STEP) {
this.elapsedTime -= FIXED_TIME_STEP
this.fixedTick()
}
}
Using direct movement rather than physics movement.
seems to be fixed in https://github.com/phaserjs/phaser/releases/tag/v3.85.0-beta.2 @ncoop720
Version
Description
Example Test Code
The issue is visible in the current examples:
Additional Information
The issue happens in both ways depending what the camera follows, with the background or the player.
Coming from https://github.com/phaserjs/phaser/issues/5018#issuecomment-2093802674