An attack seen on another screen starts late, so the swing looks too slow or too short
Over the network, the news that someone swung a weapon arrives after they started. Playing it from the start makes every hit look delayed; skipping into the middle loses the wind-up. Here is a middle way that hides the lateness, and the point where it is better to give up.
Why this works
The eye forgives a swing that is a little quick far more than one that starts late or loses its wind-up. Playing slightly faster until you reach the true moment shows the whole motion and ends in step with the owner, and a swing already past its hit is not worth hurrying.
When not to use it
Wrong for slow, heavy moves, where speeding up spoils the weight, and for long loops like walking, which need a shared clock instead. If the delay is large, skip to the real time or show nothing: hurrying through half a second looks silly.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 17 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "An attack seen on another screen starts late, so the swing looks too slow or too short" (read_entry play-a-late-attack-animation-faster-to-catch-up) 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