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Chains of RemoteTransform3D nodes lead to incorrect results #107313

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@Alexofp

Description

@Alexofp

Tested versions

v4.4.1.stable.official [49a5bc7]

System information

Godot v4.4.1.stable - Windows 10 (build 19045) - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 3GB (NVIDIA; 32.0.15.7247) - Intel(R) Core(TM) i5-6400 CPU @ 2.70GHz (4 threads)

Issue description

2025-06-09.13-00-58.mp4

If you create a chain out of RemoteTransform3D nodes, only the first one will correctly follow the main node. The rest will lag behind (in a consistent manner). Pausing the game makes the nodes snap into their correct places

I attached a repro project

Steps to reproduce

Add 3 nodes (I used MeshInstance3D)
Add a child RemoteTransform3D to the first 2 nodes.
Make the first RemoteTransform3D point to the second node. Make the second RemoteTransform3D point to the third node
Observe that the third node lags behind when moving the first node

Minimal reproduction project (MRP)

RemoteTransform3DBug.zip

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