Sprite2D jitters when moving, changing animations, even just idling

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:bust_in_silhouette: Asked By waddler

I’ve read through more documentation, questions, forums and youtube comment sections than I care to. I’ve tried setting the physics fps to my monitor refresh rate, using a 60hz monitor, setting the maxfps to 60, changing texture filtering, all of the above with or without vsync, and more.

This issue did not happen with my previous spritesheet, the only difference between the old and the new was sprite size (went from 64x64 to 48x48), tried upscaling the new sprite to 192 (lowest common multiple), no luck.

I’m willing to try even the things I’ve already tried. Anything but going back to the old sprite (didn’t even have half the animations I need). I’m currently trying to use the following placeholder spritesheet:

:bust_in_silhouette: Reply From: Nickyroo

Do you mean that you have a Sprite that you are trying to move as a player?

if that is the case then you are correct that the Frames need to match the Monitors refresh rate, but it would not be through touching the settings, since the player can bypass the settings which you have preset by changing their own monitor’s refresh rate. I once had the same issue for a characters 3D movement, here is the Line of Code that I used to solve this issue:

Engine.set_physics_ticks_per_second(DisplayServer.screen_get_refresh_rate())

This Line of Code takes the Physics ticks per second, and Adjusts according to you’re Refresh rate. this line of code is in my physics_process, and I am using version 4.0.3

Apologies if this is not what you meant by Sprite Jitter. if this does not Solve you’re Issue, and if I am incorrect, do you mean you are suffering a Jitter as within you’re 2D Sprite animations?

:bust_in_silhouette: Reply From: waddler

Solved using AnimationTree.