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Posted (edited)

Hi,

 

I'm trying to teleport an Entity about 5-6 blocks. The teleport works as it "should", and the entity does end up in its destination, but I was wondering if there was a way to not render the "in-between" phase. Currently, even I think with Endermen, the teleport shows the entity moving, very quickly, from point A to point B. For a short distance like 5 or 6 blocks, it makes it almost look like the entity is just running really fast. 

 

Is there a way to not render this in-between? I.e. just disappear the entity and have them reappear at point B?

 

Edit: setPositionAndUpdate() sets lastTickPosX,Y,Z to the new posX,Y,Z, which is the thing used in the render code to render it partially.. yet it still does not skip the in-between rendering. Not sure where this in-between rendering is coming from.

Edited by stepsword
Posted
  On 8/31/2019 at 3:03 PM, stepsword said:

Not sure where this in-between rendering is coming from.

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The in-between phrase is the game’s attempt to interpolate the entity’s movement to create a smooth movement seen by the player.

 

Some tips:

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Posted
  Quote

The in-between phrase is the game’s attempt to interpolate the entity’s movement to create a smooth movement seen by the player.

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Yea - I'm trying to get rid of that for teleports, unless that's impossible

Posted
  On 9/1/2019 at 12:15 AM, stepsword said:

 

Yea - I'm trying to get rid of that for teleports, unless that's impossible

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It is not possible as far as I am aware of.

Some tips:

  Reveal hidden contents

 

Posted
  On 9/1/2019 at 12:15 AM, stepsword said:

Yea - I'm trying to get rid of that for teleports, unless that's impossible

Expand  

I think the problem is that the client uses it's own lastPosX,Y,Z values to render the player. These are updated on the server of course, but I don't think they are sent to the client. And of course syncing the values wouldn't do anything because of the delay.

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