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Question by muhndalobaidi · Mar 16, 2020 at 05:33 PM · movementtransform

can some one help please the character is shaking like crazy ?

I am making endless runner game subway like, and all fine accept the character is shaking right and left like carazy and its increasing day by day.

I used the move Lane to move him between lanes. there was nothing befor but its started and its geting uglyer

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

public class PlayerMotor : MonoBehaviour { //movement private const float LANE_DISTANCE = 2.5f; public float JumpForce = 20.0f; public float Gravity = 75.0f; private float VerticalVelocity; private CharacterController controller; private int desiredLane = 1; private float turn_Speed = 0.1f;

 // Speed Modifier
 private float originalSpeed = 13.0f;
 private float Speed; 
 private float speedIncreaseLastTick;
 private float speedIncreaseTime = 2.5f;
 private float speedIncreaseAmount = 0.2f;

 //
 private bool isRunning = false;

 //Animation
 private Animator anim;


 
 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 input on which lane we should be 
     if (Input.GetKeyDown(KeyCode.LeftArrow))
         //Input.GetKeyDown(KeyCode.LeftArrow)
         MoveLane(false);
     

     if (Input.GetKeyDown(KeyCode.RightArrow))
     
         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;

     //moving vector
     Vector3 moveVector = Vector3.zero;
     moveVector.x = (targetPosition - transform.position).normalized.x * Speed * 1.5f;

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

     //calculate y
     

     if (isGrounded) // if grounded 
     {
         VerticalVelocity = -0.1f;

         if (Input.GetKeyDown(KeyCode.UpArrow))
         {
             //jump
             anim.SetTrigger("Jump");
             VerticalVelocity = JumpForce;
         }
         else if (Input.GetKeyDown(KeyCode.DownArrow))
         {
             //slid
             StartSliding();
             Invoke("StopSliding", 1.5f);
         }
     }

     else
     {
         VerticalVelocity -= (Gravity * Time.deltaTime);

         //fast falling michanic
         if (Input.GetKeyDown(KeyCode.DownArrow))
         {
             VerticalVelocity = -JumpForce;
         }
     }
     moveVector.y = VerticalVelocity;
     moveVector.z = Speed;


     //move 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 /= 3;
     controller.center = new Vector3(controller.center.x, controller.center.y/3, controller.center.z);

 }
 private void StopSliding()
 {
     anim.SetBool("Sliding", false);
     controller.height *= 3;
     controller.center = new Vector3(controller.center.x, controller.center.y * 3, controller.center.z);
 }

 private 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) + 0.2f,controller.bounds.center.z),Vector3.down);
     Debug.DrawRay(groundRay.origin, groundRay.direction,Color.red, 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.IsDead = true;
 }

 private void OnControllerColliderHit(ControllerColliderHit hit)
 {
     switch (hit.gameObject.tag)
     {
         case "Obstacle":
             Crash();
             break;
     }
 }

}

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