(reposting this again because i didnt get a response)
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, ive tried basically all of the values with a + 50 and a -50 and all seem to have some form of jittery-ness.
If you feel that showing the calculation of the bodygyro/ bodyvelocity would solve the issue please let me know.
im using the renderpriority value: camera and ive tried subtrating, adding, and now multiplying by various different numbers and there is no change in the end result. Nothing noticeable at least.
But you might need to change where the line of code is, since I have a fly script with body gyro with the camera cframe and it was a bit delayed so I moved the code piece around and there was no more delay.
ive tried using a renderstepped event before and it still yielding the same jittery results, its the reason i switched to bindtorenderstepped in the first place