A partner's legs keep walking in place or flicker between standing and running
If the walking animation of another player is switched by what the network says, it stutters whenever news is late. Driving it from how far the drawn character actually moved looks right whatever the connection does. Here is how the steps are counted, why standing still needs a short delay, and how to blend into running.
Why this works
Feet look right only when they match the ground covered. Driving the walk cycle by the distance really drawn keeps the steps tied to the movement, and waiting a moment before standing still hides the gaps in a stream of late news.
When not to use it
Skip it for characters that glide, float or fly, or for a style with fixed poses such as a sprite that only flips. Play their own looping animation, since matching feet to ground would look strange there.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 34 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "A partner's legs keep walking in place or flicker between standing and running" (read_entry coop-partner-legs-follow-real-motion-not-news) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP