How do I properly handle replicated character movement and animation without causing jitter for remote clients?

Most of the jitter comes from not properly replicating custom actions/movement to the server. So it corrects the local client. A huge part of that is validating you can do an action before taking it.

Validate on client, then Do, then tell the server you did it.
Server validates is can do, then does
Server then compares your result with its result.
Ack if within margin, correction otherwise.

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