Yeah, i think it does do this in some way:
in positioning a colliding bullet in the barrel of the gun in a game, it collided during position entity, with the walls inbetween 0,0,0 and the gun: which meant that it couldnt be done with a colliding bullet, even though the collission type was declared after the positionentity (ie: collissions are taken simultaneously with movement in Update World which means that due to the sliding taking place the collissions stop the bullet appearing from the gun)==>collission type had to be declared a 'frame' after the positionentity.
this was withought tweening: so i couldnt see the bullet as it slid, just that it could be noticed that it done so .With tweening, it would update less in that way so i imageine your right, and increasing the updates fps would help
in positioning a colliding bullet in the barrel of the gun in a game, it collided during position entity, with the walls inbetween 0,0,0 and the gun: which meant that it couldnt be done with a colliding bullet, even though the collission type was declared after the positionentity (ie: collissions are taken simultaneously with movement in Update World which means that due to the sliding taking place the collissions stop the bullet appearing from the gun)==>collission type had to be declared a 'frame' after the positionentity.
this was withought tweening: so i couldnt see the bullet as it slid, just that it could be noticed that it done so .With tweening, it would update less in that way so i imageine your right, and increasing the updates fps would help