Hey!
Edit: fixed by making the visual component a child of the actual character controller.
Very simple:
Entity characterVisual = ecb.Instantiate(gameResources.CharacterVisual);
ecb.AddComponent(characterVisual, new Parent { Value = entity });
I’m trying to implement a solution where a visual entity is following the position of the character controller. Currently, the visual entity is always a few frames behind the actual position of the character controller. I’m guessing it has something to do with the update groups but I’m unsure how to debug further.
The character controller is based on the OnlineFPS sample from the character controller samples.
I know it sounds odd because the visual is a separate entity rather than a child of the character controller. But I’m trying to tailor it for a VR multiplayer game and want the character controller to always be available, even if the player’s visual character is dead.
Any suggestions for further investigation are appreciated.