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Question by singlearrowgames · Sep 09, 2020 at 05:43 AM · unity5joystick

Unity virtual joystick - jarring movement

I'm creating an infinite flyer game in which you control the plane using a mobile joystick. There are two control one to rotate the plane up/down/left/right and the other to move the plane up/down/left/right. While rotating the plane there is a lot of jarring that happens but doens't happen while moving it. Here is the code in the move script:

 public class move : MonoBehaviour
 {       
 public Joystick joystick;
 public Joystick joystick1;
 float rotateVertical;
 float rotateHorizontal;
 
 public float sensitivity;
 Quaternion _initialRotation;
 float _pitch, _yaw;
 
 float moveHorizontal;
 float moveVertical;
 
 void Start()
 {
     _initialRotation = transform.rotation;
 }
 void Update()
 {               
     _pitch = _pitch + joystick.Vertical * sensitivity;
     _yaw = _yaw - joystick.Horizontal * sensitivity;
    
     transform.rotation = _initialRotation * Quaternion.Euler(_pitch*Time.deltaTime,-_yaw*Time.deltaTime, 0) ;
 
     transform.Translate(moveHorizontal * Time.deltaTime, moveVertical * Time.deltaTime, 0);
  }
 }

When I set the sensitivity to values like .5 or 1, then there is no jarring movement. However anything above that leads to a lot of jarring. There is also a camerafollow script attached.

 [SerializeField] Transform target;
 public Vector3 defaultDist = new Vector3(0f, 0, 7.5f);
 [SerializeField] float distDamp = .1f;
 public Vector3 velocity = Vector3.one;
 
 Transform myT;
 
 void Awake()
 {
     myT = transform;
 }
 
 void LateUpdate()
 {
     SmoothFollow();
 }
 
 void SmoothFollow()
 {
     Vector3 toPos = target.position + (target.rotation * defaultDist);      
     Vector3 curPos = Vector3.SmoothDamp(myT.position, toPos,ref velocity ,distDamp);
     myT.position = curPos ;
     myT.LookAt(target, target.up);
 }

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