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Question by FusionSausage · Nov 29, 2013 at 06:01 PM · 2dmovementcharacter

Unity 4.3 2D make character not so blurry when moved

Hi, I'm trying out the new 2D system in Unity, which is amazing. I just have a quick question, when I move my character with my move script

 using UnityEngine;
 using System.Collections;
 
 public class CharacterBehaviour : MonoBehaviour {
 
     public bool jump = false;                // Condition for whether the player should jump.
     public float moveForce = 365f;            // Amount of force added to move the player left and right.
     public float maxSpeed = 500f;                // The fastest the player can travel in the x axis.
     public float jumpForce = 1000f;            // Amount of force added when the player jumps.
     public Transform target;
 
     // Use this for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {
         if (Input.GetKey(KeyCode.D)) {
             target.transform.Translate(Vector2.right * maxSpeed * Time.deltaTime, Space.World);
         }
 
         if (Input.GetKey(KeyCode.A)) {
             target.transform.Translate(-Vector2.right * maxSpeed * Time.deltaTime, Space.World);
         }
 
         if(Input.GetButtonDown("Jump"))    // && grounded
             jump = true;
     }
 
     void FixedUpdate () {
         if(jump)
         {        
             // Add a vertical force to the player.
             rigidbody2D.AddForce(new Vector2(0f, jumpForce));
             
             // Make sure the player can't jump again until the jump conditions from Update are satisfied.
             jump = false;
         }
     }
 }
 

it becomes very "blurry". Is there a way I can tweak this to make the moving "sharp"? It might be my computer, but it sometimes stutters as well. Thanks!

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avatar image infinitypbr · Nov 29, 2013 at 06:19 PM 0
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What do you mean by blurry? Can you show an example video or screenshot? The 2D Sample project has really good movement scripts.

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Answer by belvita · Dec 01, 2013 at 08:52 AM

Try using transform .position instead of translate

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