Thank you for your reply.
Sorry for the confusing expression.
This bug behavior occurs only when both characters are moving, so only the server character is set to walk automatically in a simplified manner.
The client side is controlled and moved by me.
(This is just for testing purposes, since it is not possible to operate two screens at the same time.)
When implemented in this way, only the client’s Autonomous coordinates jump and are unstable, resulting in strange behavior.
(This occurs when PktLag = 300 or other large values are used; it does not occur when PktLag = 0.)
When there is a large communication delay, if moving characters collide with each other, only the client side will behave strangely.