So this issue is annoying me way more than it should be, as you can see here when doing fast turns in the x or y direction my player starts to slightly jitter- not ideal!
Im using this bindtorenderstepped function to calculate both the camera and bodymover movement, moving from the character renderpriority value to the camera one improved things slightly but its still not where i want it to be.
I dont believe i need to show any code regarding the movers actual calculation because i do not have this issue if i set my camera sway to 0, therefore i find it only logical to be a direct result of the camera/ the way im updating everything.
Help appreciated