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Question by aqsanadeem82 · Apr 05, 2019 at 07:07 PM · c#unity 5character controllerthird person controllerjittering

Character is jittering having character controller in endless runner game

HI i have made an Endless Runner game in unity , but the problem is the character is extremely jittery i have tried many ways to fix it but nothing worked for me i have also tried to tweak the values in character controller especially the skin width but nothing helped , you can see the problem in the video here text

The code used is also attached.

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class PlayerMotor : MonoBehaviour {

 public AudioSource JumpAudio;
 public AudioSource SlideAudio;
 public AudioSource DieAudio;

 private const float LANE_DISTANCE = 2.5f;
 private const float TURN_SPEED=0.05f;

 //
 private bool isRunning = false;

 //Animation

 private Animator anim;

 //Movement
 private CharacterController controller;
 private float jumpForce = 10.0F;                 // how high player can jump
 private float gravity = 12.0f;                  //Gravity makes the body fall down
 private float verticalVelocity;                 //This will be set for every single frame
 
 private int desiredLane=1;                      // 0=Left , 1= Middle , 2=Right

 //Speed Modifier
 private float originalSpeed= 8.0f;
 private float Speed = 8.0f;                     // Player Speed
 private float speedIncreaseLastTick;            // Last time speed was increased
 private float speedIncreaseTime = 2.5f;
 private float speedIncreaseAmount=0.1f;


 private void Start()
 {
    
     Speed = originalSpeed;
     controller = GetComponent<CharacterController>();
     anim = GetComponent<Animator>();
 }

 private void Update()
 {
     if (!isRunning)
         return;

     if(Time.time - speedIncreaseLastTick > speedIncreaseTime)
     {
         speedIncreaseLastTick = Time.time;
         Speed += speedIncreaseAmount;
         GameManager.Instance.UpdateModifier(Speed-originalSpeed);
     }

     //Gather the inputs on which lane we should be
     if (MobileInput.Instance.SwipeLeft)
         MoveLane(false);
     if (MobileInput.Instance.SwipeRight)
         MoveLane(true);

     // Calculate Where we should be in the future
     Vector3 targetPosition = transform.position.z * Vector3.forward;
     if (desiredLane == 0)
         targetPosition += Vector3.left * LANE_DISTANCE;
     else if (desiredLane == 2)
         targetPosition += Vector3.right * LANE_DISTANCE;

     // Calculate our move dalta
     Vector3 moveVector = Vector3.zero;
     moveVector.x = (targetPosition - transform.position).normalized.x * Speed;  //where we should be - where we are right now  , directional vector

     bool isGrounded = IsGrounded();
     anim.SetBool("Grounded", isGrounded);

     // Calculate Y
     if (IsGrounded()) //if Grounded
     {
         verticalVelocity = -0.1f;
        
         if (MobileInput.Instance.SwipeUp)
         {
             //Jump
             //  anim.SetTrigger("Jump");
             anim.SetBool("Jump", true);
             verticalVelocity = jumpForce;
             JumpAudio.Play();
             Invoke("Stopjump", 1.0f);

         }
         else if (MobileInput.Instance.SwipeDown)
         {
             //Slide
             StartSliding();
             Invoke("StopSliding", 1.0f);
             SlideAudio.Play();
         }
     }
     else
     {
         verticalVelocity -= (gravity * Time.deltaTime);

         //Fast falling Mechanics while in the air
         if(MobileInput.Instance.SwipeDown)
         {
             verticalVelocity = -jumpForce;
         }

     }
     moveVector.y = verticalVelocity;
     moveVector.z = Speed;

     //Move the player
     controller.Move(moveVector * Time.deltaTime);

     //Rotate the player to where he is going
     Vector3 dir = controller.velocity;
     if(dir!= Vector3.zero)
     {
         dir.y = 0;
         transform.forward = Vector3.Lerp(transform.forward, dir, TURN_SPEED);
     }
     

 }

 private void StartSliding()
 {
     anim.SetBool("Sliding", true);
     controller.height /= 2;
     controller.center = new Vector3(controller.center.x, controller.center.y/2,controller.center.z);
 }

 private void StopSliding()
 {
     anim.SetBool("Sliding", false);
     controller.height *= 2;
     controller.center = new Vector3(controller.center.x, controller.center.y * 2, controller.center.z);
 }
 private void Stopjump()
 {
     anim.SetBool("Jump", false);
    // controller.height *= 2;
  //   controller.center = new Vector3(controller.center.x, controller.center.y * 2, controller.center.z);
 }
 public void MoveLane(bool goingRight)
 {

     desiredLane += (goingRight) ? 1 : -1;
     desiredLane = Mathf.Clamp(desiredLane, 0, 2);

   
 }

 private bool IsGrounded()
 {
     Ray groundray = new Ray(
         new Vector3(
             controller.bounds.center.x,
             (controller.bounds.center.y - controller.bounds.extents.y) + 0.02f,
             controller.bounds.center.z),
         Vector3.down);
     Debug.DrawRay(groundray.origin, groundray.direction, Color.cyan, 1.0f);

     return Physics.Raycast(groundray, 0.2f + 0.1f);
         
 }

 public void StartRunning()
 {
     isRunning = true;
     anim.SetTrigger("StartRunning");
 }

 private void Crash()
 {
     anim.SetTrigger("Death");
     isRunning = false;
     GameManager.Instance.OnDeath();
     DieAudio.Play();
 }
 private void OnControllerColliderHit(ControllerColliderHit hit)
 {
   switch (hit.gameObject.tag)
     {
         case "Obstacle":
             Crash();
             break;
     }

       

 }
 

}

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