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Question by BattleBooski · Jan 17, 2014 at 03:08 AM · 2d game

Smooth Top Down Camera (2D)

Hello,

I'm trying to make a camera that is fixed on the player until the player reaches a certain boundary... then the camera stops following.

I have everything working as it should... except that my player shakes as the camera moves. It's almost like he's running into an invisible wall;

However, when he gets close to the maps edge (camera stops) he looks fine. I'm using the camera follow script from the Unity 2D demo.

I don't really want the delay... but when i remove it, the jerkyness gets worse.

I have interpolate selected on the player's rigidbody as well

 using UnityEngine;
 using System.Collections;
 
 public class CameraFollow : MonoBehaviour
 {
 
     public float xMargin = 1f;        // Distance in the x axis the player can move before the camera follows.
     public float yMargin = 1f;        // Distance in the y axis the player can move before the camera follows.
     public float xSmooth = 8f;        // How smoothly the camera catches up with it's target movement in the x axis.
     public float ySmooth = 8f;        // How smoothly the camera catches up with it's target movement in the y axis.
     public Vector2 maxXAndY;        // The maximum x and y coordinates the camera can have.
     public Vector2 minXAndY;        // The minimum x and y coordinates the camera can have.
 
     private Transform player;        // Reference to the player's transform.
     
     void Awake ()
     {
         // Setting up the reference.
         player = GameObject.FindGameObjectWithTag("Player").transform;
     }
     
     bool CheckXMargin()
     {
         // Returns true if the distance between the camera and the player in the x axis is greater than the x margin.
         return Mathf.Abs(transform.position.x - player.position.x) > xMargin;
     }
     
     bool CheckYMargin()
     {
         // Returns true if the distance between the camera and the player in the y axis is greater than the y margin.
         return Mathf.Abs(transform.position.y - player.position.y) > yMargin;
     }
     
     void FixedUpdate ()
     {
         TrackPlayer();
     }
 
     void TrackPlayer ()
     {
         // By default the target x and y coordinates of the camera are it's current x and y coordinates.
         float targetX = transform.position.x;
         float targetY = transform.position.y;
         
         // If the player has moved beyond the x margin...
         if (CheckXMargin ())
             // ... the target x coordinate should be a Lerp between the camera's current x position and the player's current x position.
             targetX = Mathf.Lerp (transform.position.x, player.position.x, xSmooth * Time.deltaTime);
         
         // If the player has moved beyond the y margin...
         if(CheckYMargin())
             // ... the target y coordinate should be a Lerp between the camera's current y position and the player's current y position.
             targetY = Mathf.Lerp(transform.position.y, player.position.y, ySmooth * Time.deltaTime);
 
         // The target x and y coordinates should not be larger than the maximum or smaller than the minimum.
         targetX = Mathf.Clamp(targetX, minXAndY.x, maxXAndY.x);
         targetY = Mathf.Clamp(targetY, minXAndY.y, maxXAndY.y);
         
         // Set the camera's position to the target position with the same z component.
         transform.position = new Vector3(targetX, targetY, transform.position.z);
     }
 
 }
 
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avatar image BattleBooski · Jan 17, 2014 at 06:19 PM 0
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I made the stuttering much better by changing FixedUpdate to LateUpdate, and $$anonymous$$athf.Lerp to $$anonymous$$athf.SmoothStep.

If there is a better solution I'd love to hear it.

avatar image K1llercake · Nov 21, 2014 at 11:34 AM 0
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I think the problem might be the player movement. Are you using rigidbody.AddForce or transform.Translate

avatar image Vickylance · Jul 10, 2015 at 05:57 PM 0
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@BattleBooski Did you get rid of that stuttering problem?

avatar image BattleBooski · Jul 10, 2015 at 06:14 PM 0
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@Vickylance Sorry I don't, I ended up switching platforms and going in a different direction... but I did get it perfectly working at one point. So keep trying and you'll figure it out soon enough!!!

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