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The focused card jumping into its correct state at the end of the entrance was the entrance's own geometry. The caller's .scrollTransition reads the geometry of the view underneath the entrance's transforms, so a card shoved 58 pt down and hinged on its leading edge spent the whole travel reported as far from centre - phase pinned at fully receded - and only collapsed to identity as the card came home. That collapse IS the jump, and it explains why it looked timing-dependent rather than simply broken. Now the rotation is about the card's centre (it turns in place instead of swinging sideways out of position) and the rise is 16 pt, inside the strip's own vertical slack, so nothing the entrance does moves a card away from where the scroll view thinks it is. The entrance also waits a couple of frames for real layout - the GeometryReader's first pass can report no width, so there is nothing to centre on yet - and the transaction override from the previous round is gone: it was not the cause, and nil-ing inherited animation could have made navigation snappier than intended.