Not exactly sure whats happening here but
Seemingly once the frames start moving faster they bug and fall behind? and then at the end they finally get into place?
The frame’s movement just constantly set via a value saved to each frame determining the pixel offset of the frames from the beginning (Setup w/ deltatime at a base 60fps)
Not sure why this is happening if anyone has anything that could explain this please lmk
Update: Got it to work by just copy and pasting the pos setting again? no clue why this fixed it or how it was even breaking in the first place
Renderstepped
is a delicate function because you are demanding code to be run prior to Rendering
. This can technically cause frame skips / other frame issues if I recall correctly.
You might be using too heavy of a load pre-render.
Consider swapping to Stepped
or Heartbeat
. You seem to be using GUI objects for a spin system and this has ZERO REASON to be run before rendering occurs. Do this post rendering, hell, even Heartbeat is the best option because this has nothing to do with physics either.
- Reserve renderstepped for things like camera movement
- Stepped or Heartbeat should fix future issues because they respect the process.
2 Likes
I thought it may be something relating to renderstepped, but you explained it perfectly and it does fix my issue without needing to do the double positioning 