- Home /
How do I get rid of this motion blur?
I am making a 2D game and have not put any filters or anything on the Camera, however when my character moves there is a slight blur. Is there a way to get rid of it or decrease it at least. It's quite annoying, and because of my high motion sickness, makes it impossible to watch for too long.
(I would link a vid but I can't upload that type of file)
It's hard to tell exactly what the issue is. Could you send screenshots of your camera setup? If you have post processing effects on, simply remove the motion blur effect from your post process profile.
Also, what render pipeline are you using. If you're using URP or something like that, there are default post process volume settings that you can override by adding your own custom volume with motion blur disabled. @VaLightningThief
https://media.discordapp.net/attachments/665975340727926794/808757356652658688/unknown.png?width=1246&height=701 (Here's the setup)
Also, I haven't changed any pipeline so I'm guessing a default one so probably the one you said.
There clearly is no post process layer on the camera, so there are no post processing effects being applied to the camera. I don't see why there may be any motion blur. In a default 2D template project, do you still see motion blur?
How are you moving the player, by position or by velocity. If things move by small positional increments then it can flicker .
I am moving it by velocity, i shall put the whole script here using UnityEngine;
public class Character2DController : $$anonymous$$onoBehaviour { public float $$anonymous$$ovementSpeed; public float JumpForce;
bool facingRight = true;
private Rigidbody2D _rigidbody;
private void Start()
{
_rigidbody = GetComponent<Rigidbody2D>();
}
private void Update()
{
var movement = Input.GetAxis("Horizontal");
transform.position += new Vector3(movement, 0, 0) * Time.deltaTime * $$anonymous$$ovementSpeed;
if (movement < 0 && facingRight)
{
flip();
}
else if (movement > 0 && !facingRight)
{
flip();
}
if (Input.GetKeyDown("space") && facingRight && $$anonymous$$athf.Abs(_rigidbody.velocity.x) < 0.001f)
{
_rigidbody.AddForce(new Vector2(JumpForce, 0), Force$$anonymous$$ode2D.Impulse);
}
else if (Input.GetKeyDown("space") && !facingRight && $$anonymous$$athf.Abs(_rigidbody.velocity.x) < 0.001f)
{
_rigidbody.AddForce(new Vector2(-JumpForce, 0), Force$$anonymous$$ode2D.Impulse);
}
}
void flip()
{
facingRight = !facingRight;
transform.Rotate(0f, 180f, 0f);
}
}
Would you $$anonymous$$d uploading the video to YouTube? Else it is very hard to help you.
GO here, i know some blur is co$$anonymous$$g from it being in 720p but there is blur there
Please upload it to a strea$$anonymous$$g platform, such as youtube. I don't want to download the video from an unknown source.
Your answer
Follow this Question
Related Questions
2d camera movement 1 Answer
Creating a 2D game on the X-Z plane, any adverse effects or challenges with this? 3 Answers
Is there a way to change the order of the "Layers" Tab? 0 Answers
2D camera rotating relatively to game object speed 0 Answers
How do I adapt Brackey's Multiple Target Camera for a 2D game? 2 Answers