well... this is strange!! ..and help please!

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I had this problem once too... if my character collided with something real early in the game, he'd fly from the collision point.

Idea One: Create a variable that adds 1 to it at the end of the loop. COMPLETELY BYPASS the UpdateWorld command until your counter is >= 5 or >= 10. For some reason this works sometimes. Note that your character MAY have to be put a few fractions of a unit from the floor to keep it from falling through, but 5-10 loops isn't that much time anyway. Also--this problem may have NOT happened before if your computer was on Hibernation Mode, Hibernation really messes stuff up.

Idea Two: If #1 didn't work, try writing some code that keeps your character from straying too far from the coordinates (CollisionX#(), CollisionY#(), CollisionZ#()). For example, create a temporary invisible box at those coordinates & test their EntityDistance#(). If it's too far, have it execute a quick Repeat...Until loop without UpdateWorld/RenderWorld that points your character at the invisible cube and moves your character (MoveEntity my_character, 0, 0, amount) until it is at the correct distance. Please note that your character's regular rotation may need to be assigned to variables and restored at the end of the loop. It sounds complicated but should only take a minute to do.

Idea Three: Narrow it down by using your DebugLog to keep track of variables.

Hope this helps you.