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This question was closed Apr 29, 2019 at 02:03 AM by knuckles209cp for the following reason:

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Question by knuckles209cp · Apr 28, 2019 at 09:46 AM · c#rigidbodycamera-movement

Camera shaking/jittering?

When my player is in the air, the camera decides to shake like crazy. Please view the video here :

https://www.youtube.com/watch?v=Z1A0Fvs9vlc&feature=youtu.be

When im on the floor, it works fine. I have tried using other forms of update and moving around code but nothing seems to work. Also, Player is a rigidbody ( Sphere ) if that helps using UnityEngine; using System.Collections;

 public class camera_controller : MonoBehaviour {
     public Transform PlayerTransform;
     private Vector3 _cameraOffset;
     public float playerRotation;
 
     [Range(0.01f, 1.0f)]
     public float SmoothFactor = 0.5f;
     public bool LookAtPlayer = false; 
 
 
     void Start(){
         _cameraOffset = transform.position - PlayerTransform.position;
     }
 
 void Update (){
 
         transform.eulerAngles = new Vector3(0, PlayerTransform.transform.eulerAngles.y,0);
     }
 
 void LateUpdate (){
         Vector3 newPos = PlayerTransform.position + _cameraOffset;
 
         transform.position = Vector3.Slerp(transform.position, newPos, SmoothFactor);
 
         if(LookAtPlayer){
             transform.LookAt(PlayerTransform);
         }
 
 
 
 }
 }
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Answer by JDelekto · Apr 28, 2019 at 10:27 AM

I would look at one of the Quaternion functions (such as RotateTowards) instead of modifying the camera transform's position. You can set the camera's rotation instead so it follows much smoother.

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avatar image knuckles209cp · Apr 28, 2019 at 12:13 PM 0
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Hi thanks for the reply. Im not sure how i would implement this into my code, I have tried a few things but cannot figure it out for the life of me, Could you please add the line required? Thanks again.

avatar image JDelekto knuckles209cp · Apr 28, 2019 at 12:21 PM 0
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Give this a try:

 using UnityEngine;
 
 public class LookAt : $$anonymous$$onoBehaviour
 {
     public Transform target;
 
     private void LateUpdate()
     {
         Vector3 lookVector = target.position - transform.position;
 
         transform.rotation = Quaternion.LookRotation(lookVector);
     }
 }
 

Edit: I used the LookRotation() ins$$anonymous$$d, it turned out to be easier. :) Edit2: Used LateUpdate() ins$$anonymous$$d of Update thanks to @TreyH 's advice.

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Answer by TreyH · Apr 28, 2019 at 12:25 PM

This is probably because your camera_controller script is being executed before your movement.


Go into Edit >> Project Settings >> Script Execution Order and ensure that your camera script is last on that list.

alt text


se-order.gif (265.0 kB)
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avatar image JDelekto · Apr 28, 2019 at 12:49 PM 0
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Interesting! I hadn't even considered script execution order, is this common to do?

avatar image TreyH JDelekto · Apr 28, 2019 at 12:57 PM 0
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It can simplify some ti$$anonymous$$g issues, so things using a singleton pattern can happen first to ensure they'll be reliable for whatever's using them. Similarly, things like camera movement are recommended to happen in LateUpdate for the same reason. :-)

avatar image JDelekto TreyH · Apr 28, 2019 at 01:13 PM 0
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I'd go for the LateUpdate() myself, in fact, I'm editing my reply. Adjusting the script order, while it makes sense, is probably something that I would easily forget to do.

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avatar image knuckles209cp · Apr 29, 2019 at 01:00 AM 0
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Hey guys, Thank you for the replies! Unfortunately these still dont fix it, it still does that crazy rotating issue with the background the faster i fall to the floor, Do you think its a script issue or something completely different ? thanks heaps! edit: ALSO i should mention the script isnt being directly applied to the camera, its applied to an empty game object so i can get the correct rotation for the camera...

avatar image TreyH knuckles209cp · Apr 29, 2019 at 01:32 PM 0
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Is there a reason you're rotating the camera in Update()? You are already using LookRotation in LateUpdate().

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