When I use throwable items (such as snowballs, eggs or enderpearls, but also bow arrows), there is always a very noticeable input delay between when I press and when the items are finally thrown, which is very annoying, especially regarding PvP on servers. I mainly play on Hive (which is probably one of the best polished servers on Bedrock) and have a good and stable ping of around 14-16 as well as a very high-end PC (RTX 4090, i9 14900K, 64GB RAM), so this is very likely a bug of the game which needs to be fixed. It is probably also an issue when playing offline, but it is of course most noticeable and annoying when playing PvP on servers.
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Hi!
Can you please record a video of the issue?
Also, do you have any addons/packs installed?
Does this issue occur on specific world?
Does this issue intensifies with more players online?
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Cleaning up old tickets: This ticket had been set to 'Awaiting Response', but has not received a response from the reporter (~3 months+) so is being closed as Incomplete. If you feel this is still a valid issue then please comment, or create a new ticket following the Issue Guidelines which includes steps to reproduce the problem.
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This issue is present at least since 1.16
When using an item (snowballs) while holding a key, 200ms delay is applied, witch is fine and is how it is on java, however, same delay applies on manual input ย (witch is not how it is on java) and after attack, meaning if player hit something, switched (if didnt have) to any "usable" item and clicked to use it - action will be canceled. This is quite an issue for competitive scene.
Steps to reproduce:
Be in creative
Spawn iron golem
Get snowballs
Press both mouse keys (attack and build) while looking at the golem (preferably attack should be first input)
Observe, that snowball wasnt thrown (but should've)
Optionally game could be slowed down to observe this effect better
This issue is present at least since 1.16
When using an item (snowballs) while holding a key, 200ms delay is applied, witch is fine and is how it is on java, however, same delay applies on manual input ย (witch is not how it is on java) and after attack, meaning if player hit something, switched (if didnt have) to any "usable" item and clicked to use it - action will be canceled. This is quite an issue for competitive scene.
Steps to reproduce:
Be in creative
Spawn iron golem
Get snowballs
Press both mouse keys (attack and build) while looking at the golem (preferably attack should be first input)
Observe, that snowball wasnt thrown (but should've)
Optionally game could be slowed down to observe this effect better