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Weird Glitching With Camera
I am making a game and all of a sudden my camera started doing what's happening in the video attached. I have no idea how to fix it and I made no changes to the camera that I know of that could have caused this. I created my project with the first person template in unity 2021.3.0f1. The only change I made that could have affected it was switching the input manager from just the new system to "both" so that I could use the old input system as well as the new one. The two things I have tested: 1) it's not my sensitivity, it works fine, and dragging around the editor is super smooth 2) it's not the frames because I tested this and it was a consistent framerate. Let me know if you have any ideas! I am really stuck with this and I don't know what to do. Video of it happening
private void LateUpdate()
{
CameraRotation();
}
private void GroundedCheck()
{
// set sphere position, with offset
Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z);
Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers, QueryTriggerInteraction.Ignore);
}
private void CameraRotation()
{
// if there is an input
if (_input.look.sqrMagnitude >= _threshold)
{
//Don't multiply mouse input by Time.deltaTime
float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime;
_cinemachineTargetPitch += _input.look.y * RotationSpeed * deltaTimeMultiplier;
_rotationVelocity = _input.look.x * RotationSpeed * deltaTimeMultiplier;
// clamp our pitch rotation
_cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp);
// Update Cinemachine camera target pitch
CinemachineCameraTarget.transform.localRotation = Quaternion.Euler(_cinemachineTargetPitch, 0.0f, 0.0f);
// rotate the player left and right
transform.Rotate(Vector3.up * _rotationVelocity);
}
}