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Question by DoctorChar · Sep 02, 2017 at 11:42 PM · cameraglitchcamera movement

Camera Is glitching when I move

Hi, I am trying to make an open world game but my camera keeps glitching when I move. This is the script on my camera:

 using UnityEngine;
 using System.Collections;
 
 public class CameraController : MonoBehaviour
 {
     public float sensitivity = 5.0f;
     public float smoothing = 2.0f;
     public GameObject player;
     public Transform centre;
     private Vector3 offset;
     public Transform target;
     Vector2 mouseLook;
     Vector2 smoothV;
 
     GameObject character;
     void Start()
     {
         character = this.transform.parent.gameObject;
 
     }
     void Update()
     {
         //transform.LookAt(target);
         var md = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"));
 
         md = Vector2.Scale(md, new Vector2(sensitivity * smoothing, sensitivity * smoothing));
         smoothV.x = Mathf.Lerp(smoothV.x, md.x, 1f / smoothing);
         smoothV.y = Mathf.Lerp(smoothV.y, md.y, 1f / smoothing);
         mouseLook += smoothV;
 
         transform.localRotation = Quaternion.AngleAxis(-mouseLook.y, Vector3.right);
         character.transform.localRotation = Quaternion.AngleAxis(mouseLook.x, character.transform.up);
 
 
         if (Input.GetKeyDown("enter"))
         {
             Cursor.lockState = CursorLockMode.Locked;
         }
     }
 }


Thanks!

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Answer by orrinjones · Sep 03, 2017 at 03:25 PM

I would suggest un-parenting your camera from the player. and use this script:

 using UnityEngine;
 /* COMPLETED */
 
 namespace Others
 {
     public class cameraRig : MonoBehaviour
     {
 
         private void Start()
         {
             var customCamFollowPoints = GameObject.FindGameObjectsWithTag("camTarget");
 
             foreach (GameObject b in customCamFollowPoints)
             {
                 if (b.transform.parent.gameObject.activeSelf)
                 {
                     target = b.transform;
                 }
             }
         }
 
         private Vector3 velocity = Vector3.zero;
         // The target we are following
         private Transform target;
 
         [Tooltip("How long it takes for this object to transition to the targets position. Only is lerp is off")]
         public float smoothTime = 0.2f;
         public float _wantedRotationalAngle = 0f;
 
         // The distance in the x-z plane to the target
         public float distance = 27f;
 
         // the height we want the camera to be above the target 
         public float height = 19f;
 
         public float rotationDamping = 8;
         public float heightDamping = 10;
 
         private void OnEnable()
         {
             //  LoadPlayer.OnLoadPlayer += getTarget;
         }
 
         private void OnDisable()
         {
             // LoadPlayer.OnLoadPlayer -= getTarget;
         }
 
         /// <summary>
         /// Search for te gameobject with tag "camtarget"
         /// </summary>
         private void getTarget()
         {
             target = GameObject.FindGameObjectWithTag("camTarget").transform;
             Debug.Log("Target found. Target name is :" + target.gameObject.name);
         }
         // Update is called once per frame
 
 
         void LateUpdate()
         {
             camFollowMethod();
         }
 
         public void camFollowMethod()
         {
             // Early out if we don't have a target
             if (target == null)
                 return;
 
             // Calculate the current rotation angles
             var wantedHeight = target.position.y + height;
 
             var currentRotationAngle = transform.eulerAngles.y;
             var currentHeight = transform.position.y;
 
             // Damp the rotation around the y-axis\
             currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, _wantedRotationalAngle, rotationDamping * Time.deltaTime);
 
             // Damp the height
             currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime);
 
             // Convert the angle into a rotation
             var currentRotation = Quaternion.Euler(0, currentRotationAngle, 0);
 
             // Set the position of the camera on the x-z plane to:
             // distance meters behind the target
             transform.position = target.position;
             transform.position -= currentRotation * Vector3.forward * distance;
 
             // Set the height of the camera
             transform.position = new Vector3(transform.position.x, currentHeight, transform.position.z);
 
             // Always look at the target
             transform.LookAt(target);
 
         }
 
     }
 }


I have more than one targets in a scene that why i use customCamFollowPoints array but you can just make target var public and delete unity start method.

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