This engine modification has buffering of player movements. Thanks to @sperbros and @benjaminpax for finding an opportunity for improvement - they explained the need for buffering and its principle so that I could implement it in this project. Brief information: The cloud can only take a value 10 times per second, that is, 10 out of 30 frames... This is the main reason why players could move jerkily and as if at 10 FPS... However, if you store data from the missed 20 frames in advance and send them together, you can preserve the original smoothness of movements... Although, this method is not interpolation and therefore jerkiness of movements can still be observed due to delays in updating data in the cloud, for example, if the player has a high ping. Although in most cases this does not play such a big role and is no longer fundamentally dependent directly on the engine developers. This change will not be a new version of the engine, since nothing has changed in the engine itself (in the low-level scripts of the OVERFLY sprite).