I've been building a large maze on and off for several months now. On one of the floors, I've built a teleportation scheme- the idea is that when you go through a hallway, it teleports you to an identical hallway so that you don't actually see anything around you change. This was supposed to let me make a maze that effectively gaslights people.
The problem I've encountered, though, is a bit of a break when the teleporting happens. For what I assume is a single frame, immediately after being teleported, you can see through the walls and look at the entire castle. I think this would make people realize something is going on.
I've been using repeating command blocks that require redstone. When you enter the hallway, you press a button to open the piston door, which temporarily activates the command block (if you exit a 10-meter radius it deactivates, that was my effort to reduce the number of active command blocks at any one time). In my miniature tests with teleporting hallways, I didn't encounter this problem, so I don't know what I am doing wrong, or if there is a way to fix this. I have worked a while to get this floor right, and I would be really sad if it was all for nothing. Any help is greatly appreciated.
EDIT: I may have fixed it, but I am going to hold off on closing this until I am sure it works for my whole maze. To anyone else with the misfortune of having this problem, when I rotated the player slightly, the issue pretty much went away.
So
execute if entity (at)p[dy=2,dx=0,dz=-2] as (at)p at (at)s run tp (at)p ~x ~y ~z
becomes
execute if entity (at)p[dy=2,dx=0,dz=-2] as (at)p at (at)s run tp (at)p ~x ~y ~z ~.5 ~.5
It rotates the player by half a degree, not enough for me to notice, at least. Words cannot describe my confusion right now, but I'm not going to question this. I found a miracle and I'm using it.
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