function Controller:Update(deltaTime)
self:Move(deltaTime)
self:UpdateHands(deltaTime)
end
The function Move() applies the velocity to the loco ball and updates the height, camera and limbs of the character. UpdateHands() is self explanatory.
Has anyone run into this kind of issue before? Could it be caused by something subtle with the update order, physics steps, or the way AlignPosition/AlignOrientation works with a custom character controller?
Not sure what you mean but the thing im implementing right now works in my older projects to this day. Align Position is set to max responsivness so it should instantly snap in to the desired CFrame and the thing is i need collisions for the hands.
It works well. If your current FPS is not found in the table, it linearly interpolates between the two nearest known keys. For example, if your FPS is 165, it interpolates between 144 and 180, giving a value of approximately 45.25.
The tiny lag you might notice isn’t a problem, since the system is predicting the hand’s movement.