The bug:
Interpolation animation of Display entities is non-deterministic for map and pack creators. That is, creators cannot guarantee that players will see the animation they want players to see. For example,
Players who enter a server at different times may see different animations
Players who move back and forth (which makes chunks unloaded and loaded) may see weird animations
Players who exit and re-enter the level may see wrong animations
How to reproduce:
For convenience, I'll give a way that can be reproduced in the single-player world:
Summon a small Text Display with nbt:
/execute summon text_display run data merge entity @s {text:'"test"',billboard:"center"}
Change the size and start interpolation:
/data merge entity @e[type=minecraft:text_display,limit=1] {background:4294901760L,transformation:{scale:[10.0,10.0,10.0]},start_interpolation:0,interpolation_duration:1000}
Notice the text is scaling. When scaling, exit the world and re-enter it.
❌ Notice the animation will jump to the end without continuing mid-interpolation.
Analyse:
The "previous" data of the entity is saved only on the client, which means that the server has no control over the data. This is a nightmare for content creators, as they have absolutely no guarantee that players will see the correct animation.
Linked issues
is duplicated by 1
Attachments
Comments 7
Related: MC-259964
Be sure to test this current bug in spawn chunks in singleplayer to ensure you don't hit this related bug
This is currently blocked by MC-260208 in 23w07a
I should note, the repro example works. Rethinking it, it may be better to say, the issue has slightly changed in that there is no in-process animation now on world join (but possibly later given a certain wait time) for any of the examples. Overall, the issues in my last comment are probably tied to one overall issue with how interpolation is processed after reload.
It appears to be animating assuming the previous state was the default transform.