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Question by unity_19-10320 · Aug 25, 2020 at 10:38 PM · rigidbodyjumpingjittering

Jump landing jittering

 public class PlayerMovement : MonoBehaviour
 {
 public float speed = 10f;

 public float jumpForce = 30f;
 CapsuleCollider capsule;

 Rigidbody rigidbody;

 public float mouseSensitivity = 100f;
 public Transform camera;
 private float ydeg;

 public float extraGravity = 45;

 GameObject rifle;

 float xRotation = 0f;

 private void Start()
 {
     rigidbody = this.GetComponent<Rigidbody>();
     capsule = GetComponent<CapsuleCollider>();
     rifle = GameObject.FindGameObjectWithTag("Rifle");


 }

 bool isGrounded;

 // Update is called once per frame
 void Update()
 {
     Rotate();
     Movement();
     GroundCheck();
     Jump();

 }

 void Jump()
 {
     if (isGrounded && Input.GetButtonDown("Jump"))
     {
         rigidbody.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
     }
 }

 void Movement()
 {
     float x = Input.GetAxisRaw("Horizontal");
     float z = Input.GetAxisRaw("Vertical");

     Vector3 move = (transform.right * x + transform.forward * z).normalized;
     transform.position += move * speed * Time.smoothDeltaTime;
 }
 
 void GroundCheck()
 {
     RaycastHit gh;
     isGrounded = Physics.Raycast(new Ray(transform.position, Vector3.down), GetComponent<Collider>().bounds.extents.y + 0.1f);
 }

 void Rotate()
 {
     float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.smoothDeltaTime;

     transform.Rotate(Vector3.up * mouseX);

     float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.smoothDeltaTime;

     xRotation -= mouseY;

     xRotation = Mathf.Clamp(xRotation, -40f, 40f);

     rifle.transform.localRotation = Quaternion.Euler(new Vector3(rifle.transform.localRotation.x, 90, rifle.transform.localRotation.z + xRotation));

     if (Input.GetMouseButton(1))
     {
         xRotation -= 20f * Time.smoothDeltaTime;
         transform.Rotate(Vector3.up * -6 * Time.smoothDeltaTime);
     }

     camera.transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
 }

 }








 public class MouseLook : MonoBehaviour
 {
 public float mouseSensitivity = 100f;
 public Transform playerBody;
 private float ydeg;

 GameObject rifle;

 float xRotation = 0f;

 private void Start()
 {
     rifle = GameObject.FindGameObjectWithTag("Rifle");
 }

 private void LateUpdate()
 {
     float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.smoothDeltaTime;

     playerBody.Rotate(Vector3.up * mouseX);

     float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.smoothDeltaTime;

     xRotation -= mouseY;

     xRotation = Mathf.Clamp(xRotation, -40f, 40f);

     rifle.transform.localRotation = Quaternion.Euler(new Vector3(rifle.transform.localRotation.x, 90, rifle.transform.localRotation.z + xRotation)) ;

     if (Input.GetMouseButton(1))
     {
         xRotation -= 15f * Time.smoothDeltaTime;
         //ydeg += 15f * Time.deltaTime;
     }

     transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
 }
 }

when I Build and Run a game, I'm pretty happy with WASD movement and rotation, but While I landing from jumping, It causes Stuttering. I set rigidBody to both none and interpolate but it was no use. is there a way to reduce jitter or rid of it?

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