If an entity is teleported the same tick it is summoned in, it will render at the wrong location for a while.
It can be seen clearly here by executing these two commands in the same tick:
summon ArmorStand ~ ~ ~ {CustomName:buggedArmorStand,NoGravity:1}
tp @e[name=buggedArmorStand] ~ ~10 ~
It works with any entity, but with an armorstand with NoGravity it shows for about half a minute instead of half a second.
Linked issues
duplicates 1
Comments 8
Resolving as a duplicate of MC-81075, in favor of the information provided in that issue.
I have no problem replacing this one with a better one, but is MC-81075 really better? There is a lot more commands in there to reproduce the same thing. What information is in that report that is not in this?
I have no problem with it if all the example commands are replaced by the two commands I put in this report. I think that having so many code in there will make it less likely to be fixed. If the developers see 6 commands, they first have to research what the actual problem is, here the problem is obvious.
There's really not that many commands there, and it's just different ways of reproducing the issue to see it in action. It's not the commands themselves that are at fault, so they don't require much, if any, inspection. The way they're set up, they actually make it take less effort to reproduce the issue, because it's just paste one big long command in a command block, and it builds all the other stuff, rather than having to build multiple command blocks, paste the individual commands in, wire them up, etc.
It's your call, but a screen full of commands of which only 2 lines are the root of the problem is daunting in my opinion. If they don't require any inspection, why would they be there at all?
Also, there's no wiring up the commands, or anything of that sort. It's literally just pasting in two command blocks next to each other, and putting a button on the first.
confirmed