When attaching my custom camera script camera shakes when player starts to move fast.
Here is my player script.
using UnityEngine;
using System.Collections;
public class Player : MonoBehaviour
{
Rigidbody rb;
Vector3 currMovement;
public float jumpSpeed = 10;
public float moveSpeed = 10;
public float rotSpeed = 180;
float distToGround;
public float posSmoothTime = 0.5f;
float currPos;
float targetPos;
float posVel;
public float rotSmoothTime = 0.5f;
float currRot;
float targetRot;
float rotVel;
void Start()
{
rb = GetComponent<Rigidbody>();
distToGround = GetComponent<Collider>().bounds.extents.y;
}
bool isGrounded() { return Physics.Raycast(transform.position, Vector3.down, distToGround + 0.1f); }
void Update()
{
Move();
}
void Move()
{
// Rotation smoothing.
targetRot = Input.GetAxisRaw("Horizontal") * rotSpeed * Time.smoothDeltaTime;
if (targetRot > 360)
targetRot -= 360;
if (targetRot < 0)
targetRot += 360;
currRot = Mathf.SmoothDampAngle(currRot, targetRot, ref rotVel, rotSmoothTime * Time.smoothDeltaTime);
transform.eulerAngles += new Vector3(0, currRot, 0);
// Movement smoothing.
targetPos = Input.GetAxisRaw("Vertical") * moveSpeed;
currPos = Mathf.SmoothDamp(currPos, targetPos, ref posVel, posSmoothTime * Time.smoothDeltaTime);
currMovement = new Vector3(0, 0, currPos);
currMovement = transform.rotation * currMovement;
if (isGrounded())
{
if (Input.GetButtonDown("Jump"))
rb.velocity += Vector3.up * jumpSpeed;
}
rb.position += currMovement * Time.smoothDeltaTime;
}
}
I have a Rigidbody attached to my player. I think the problem is with my camera script. Here is my camera script.
using UnityEngine;
using System.Collections;
public class CameraMovement : MonoBehaviour
{
public Transform player;
Quaternion targetLook;
Vector3 targetMove;
public float smoothLook = 0.5f;
public float smoothMove = 0.5f;
public float distFromPlayer = 5, heightFromPlayer = 3;
void LateUpdate()
{
CameraMove();
}
void CameraMove()
{
targetMove = player.position + (player.rotation * new Vector3(0, heightFromPlayer, -distFromPlayer));
transform.position = Vector3.Slerp(transform.position, targetMove, smoothMove);
targetLook = Quaternion.LookRotation(player.position - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, targetLook, smoothLook);
}
}
The player is not an parent of my camera. When I parent the camera to my player the shake stops. But I want a custom smooth camera movement with my custom scirpt, so I can't make the player a parent of the camera.
Answer by e4lime · Jun 12, 2016 at 06:09 PM
It might be because your camera follows a rigidbody. Do you get the same shaking effect if your camera follows a GameObject that doesn't have a rigidbody? If not try this:
Change the rigidbodys interpolation to internal or external
In CameraMovement.cs: Cache the players rigidbody and use rigidbody.position instead of player.position in CameraMove()
Edit: Try this:
Add a kinematic Rigidbody to the camera
Cache the rigidbody
Use rigidbody.position and rigidbody.rotation instead of transform.position and transform.rotation
Call CameraMove() from FixedUpdate() instead of LateUpdate()
Play around with interpolation on the camera and the player if necessary
And move the player movement code to FixedUpdate() (while keeping the input read in Update())
I did what you said @$$anonymous$$lockrent, please can you answer this question. I modified the code a little bit in there and posted a question. Please can you answer this ?
@$$anonymous$$lockrent if you don't have gamedev stackexchange acc PLS create one and answer my question. And let me know that you were $$anonymous$$lockrent ;). I started using gamedev.stackexchange, because this question was pretty complicated and in unity answers help room I don't think anyone can answer my question right, so PLS go to "Here is my question PLEAASSE answer it." link and answer my question!
@HaykAv I answered in your link with some code. It should work now I hope :)