Observed Results:
When standing at zero distance from another player entity (e.g., inside their bounding box during close-quarters PvP), the rendering engine fragments the target's character model into tiny, floating sub-mesh pieces. This geometry clipping causes a sudden GPU draw call spike, resulting in severe frame drops and camera stuttering on mobile devices.
Expected Results:
Overlapping or standing at zero distance from another player should either smoothly clip the camera or temporarily cull/hide the entity mesh cleanly without splitting the avatar into fragmented geometry or causing frame rate lag.
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Thank you for your report!
We're tracking this issue in MCPE-227625, so this ticket is being resolved and linked as a duplicate.
That ticket has already been resolved as working as intended, which means this is not considered a bug and won't be fixed. Please do not leave a comment on the linked ticket.
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