Screen3D - A 3D UI framework that just works

:pleading_face: :broken_heart:

The issue is caused inside the pivotAroundPoint method in Component3D. Even when the rotation from self.offset is a blank CFrame, it returns incorrect results when it should have returned the original point. All of the frames experience the glitch, but it adds up and becomes visible around 8 frames in.

Continue to consider using BindToRenderstep though. I’m surprised it doesn’t stutter when you turn your camera without this, but that’s not important right now.

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