Juno's Hyper Ring breaks client-side player speed

In some instances, Juno’s Hyper Ring causes client-side player speed to be their normal walking speed. This affects both Workshop and player’s walking animation - notice the difference between player’s walking animation in the first half of the video and the second half. It might even affect client-side prediction of other players?

YT Video

  • SPEED OF LOCAL shows Speed Of(Local Player())
  • SPEED OF SERVER shows Speed Of(Event Player()) stored under a variable
  • MANUAL shows speed calculated manually based on the traveled distance between ticks divided by 0.016

Notice how the SPEED OF LOCAL sometimes shows normal walking speed, compared to SPEED OF SERVER and MANUAL. It’s easier to recreate this bug when recasting the ring while previous one still exists, but this issue can happen even on the first ring deployment.

Workshop code: HMDXF
Press Interact to force Juno to deploy Hyper Ring.