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The strip entrance is one animated progress value now, not a Bool behind per-card .animation modifiers. Those modifiers wrap the caller's card - INCLUDING its .scrollTransition - so a delayed spring flipping while the scroll view was still settling captured the transition's own per-frame phase updates and stranded the centred card half-receded until the next scroll re-drove it. That was the 'only navigating fixes it' report, and the race with load speed was the same thing. CardEntrance is now a ViewModifier + Animatable: it slices its own window out of one master clock the carousel animates 0 -> 1, so every transform is a pure function of an interpolated Double and no animation modifier wraps a card at all. Benign failure mode too - progress reaching 1 without animating leaves each card at exact identity rather than stranded. The entrance also moved inside .frame(width:) so a scroll target's geometry never depends on what its card is doing, and the non-tvOS branch states its .id explicitly. One leak remained after that: withAnimation sets its animation on the whole TRANSACTION, so the scroll view's initial centring still inherited the 1 s linear clock and the focused card only reached its correct look as that clock ran out - arriving as a jump. The card subtree now clears the inherited animation, so its phase lands per frame while the entrance's own transforms (driven by animatableData, not by the transaction) keep running.