A remote character flickers between standing and walking when its speed is almost zero
The speed of other players is computed from slightly uneven updates, so it wobbles. Right at the line between standing and walking, the character twitches between the two looks many times a second. Here is a way to stop the flicker without making the character slow to react.
Why this works
A reading with noise crosses a single line many times, so every crossing flips the look. Asking for more to start a state than to keep it leaves a gap wider than the noise, and the look changes only when the real speed does.
When not to use it
Wrong when a quick reaction matters more than calm, such as a stealth game where a guard must visibly stop the moment it stops, or when the speed is already clean. There, shrink the gap or switch on a clear event instead of the speed.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 33 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 "A remote character flickers between standing and walking when its speed is almost zero" (read_entry remote-run-walk-idle-flicker-from-speed-noise) 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