Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by renren30 · Apr 14, 2020 at 12:02 PM · 2d game2d-physics2d sprites

Sprites are wiggle / shaking while moving the player.

Hey, i have a problem with the 2D sprites. If i move the player they all "wiggle". I'm using Cinemachine as camera. Here is a video to show what i mean: [1]: https://www.youtube.com/watch?v=delbu8pkJlQ [2]: /storage/temp/156244-camerasettings.png

Down below i also uploaded a image of the camera settings. And here my movement/player script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerController : MonoBehaviour
 {
 
     private float movementInputDirection;
     private float jumpTimer;
     private float turnTimer;
     private float dashTimeLeft;
     private float lastImageXpos;
     private float lastDash = -100;
 
     private int amountOfJumpsLeft;
     private int facingDirection = 1;
 
     private bool isFacingRight = true;
     private bool isWalking;
     private bool isGrounded;
     private bool isTouchingWall;
     private bool isWallSliding;
     private bool canNormalJump;
     private bool canWallJump;
     private bool isAttemptingToJump;
     private bool checkJumpMultiplier;
     private bool canMove;
     private bool canFlip;
     private bool isDashing;
 
     private Rigidbody2D rb;
     private Animator anim;
 
     public int amountOfJumps = 1;
 
     public float movementSpeed = 10.0f;
     public float jumpForce = 16.0f;
     public float groundCheckRadius;
     public float wallCheckDistance;
     public float wallSlideSpeed;
     public float movementForceInAir;
     public float airDragMultiplier = 0.95f;
     public float variableJumpHeightMultiplier = 0.5f;
     public float wallHopForce;
     public float wallJumpForce;
     public float jumpTimerSet = 0.15f;
     public float turnTimerSet = 0.1f;
     public float dashTime;
     public float dashSpeed;
     public float distanceBetweenImages;
     public float dashCoolDown;
 
     public Vector2 wallJumpDirection;
 
     public Transform groundCheck;
     public Transform wallCheck;
 
     public LayerMask whatIsGround;
 
     // Start is called before the first frame update
     void Start()
     {
         rb = GetComponent<Rigidbody2D>();
         anim = GetComponent<Animator>();
         amountOfJumpsLeft = amountOfJumps;
         wallJumpDirection.Normalize();
     }
 
     // Update is called once per frame
     void Update()
     {
         CheckInput();
         CheckMovementDirection();
         UpdateAnimations();
         CheckIfCanJump();
         CheckIfWallSliding();
         CheckJump();
         CheckDash();
     }
 
     private void FixedUpdate()
     {
         ApplyMovement();
         CheckSurroundings();
     }
 
     private void CheckIfWallSliding()
     {
         if (isTouchingWall && movementInputDirection == facingDirection && rb.velocity.y < 0)
         {
             isWallSliding = true;
         }
         else
         {
             isWallSliding = false;
         }
     }
 
     private void CheckSurroundings()
     {
         isGrounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, whatIsGround);
 
         isTouchingWall = Physics2D.Raycast(wallCheck.position, transform.right, wallCheckDistance, whatIsGround);
     }
 
     private void CheckIfCanJump()
     {
         if(isGrounded && rb.velocity.y <= 0.01f)
         {
             amountOfJumpsLeft = amountOfJumps;
         }
 
         if (isTouchingWall)
         {
             canWallJump = true;
         }
         
         if(amountOfJumpsLeft <= 0)
         {
             canNormalJump = false;
         }
         else
         {
             canNormalJump = true;
         }
     }
 
     private void CheckMovementDirection()
     {
         if(isFacingRight && movementInputDirection < 0)
         {
             Flip();
         }
         else if(!isFacingRight && movementInputDirection > 0)
         {
             Flip();
         }
 
         if(rb.velocity.x != 0)
         {
             isWalking = true;
         }
         else
         {
             isWalking = false;
         }
     }
 
     private void UpdateAnimations()
     {
         anim.SetBool("isWalking", isWalking);
         anim.SetBool("isGrounded", isGrounded);
         anim.SetFloat("yVelocity", rb.velocity.y);
         anim.SetBool("isWallSliding", isWallSliding);
     }
 
     private void CheckInput()
     {
         movementInputDirection = Input.GetAxisRaw("Horizontal");
 
         if (Input.GetButtonDown("Jump"))
         {
             if(isGrounded || (amountOfJumpsLeft > 0 && isTouchingWall))
             {
                 NormalJump();
             }
             else
             {
                 jumpTimer = jumpTimerSet;
                 isAttemptingToJump = true;
             }
         }
 
         if(Input.GetButtonDown("Horizontal") && isTouchingWall)
         {
             if(!isGrounded && movementInputDirection != facingDirection)
             {
                 canMove = false;
                 canFlip = false;
 
                 turnTimer = turnTimerSet;
             }
         }
 
         if (!canMove) 
         { 
             turnTimer -= Time.deltaTime;
 
             if(turnTimer <= 0)
             {
                 canMove = true;
                 canFlip = true;
             }
         }
 
         if (checkJumpMultiplier && !Input.GetButton("Jump"))  
         {
             checkJumpMultiplier = false;
             rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y * variableJumpHeightMultiplier);
         }
 
         if (!isWallSliding && Input.GetButtonDown("Dash"))
         {
             if(Time.time >=(lastDash + dashCoolDown))
             {
                 AttemptToDash();
             }
         }
 
     }
 
     private void AttemptToDash()
     {
         isDashing = true;
         dashTimeLeft = dashTime;
         lastDash = Time.time;
 
         PlayerAfterImagePool.Instance.GetFromPool();
         lastImageXpos = transform.position.x;
     }
 
     private void CheckDash()
     {
         if (isDashing)
         {
             if(dashTimeLeft > 0)
             {
                 canMove = false;
                 canFlip = false;
                 rb.velocity = new Vector2(dashSpeed * facingDirection, rb.velocity.y);
                 dashTimeLeft -= Time.deltaTime;
 
                 if (Mathf.Abs(transform.position.x - lastImageXpos) > distanceBetweenImages)
                 {
                     PlayerAfterImagePool.Instance.GetFromPool();
                     lastImageXpos = transform.position.x;
                 }
             }
 
             if(dashTimeLeft <= 0 || isTouchingWall)
             {
                 isDashing = false;
                 canMove = true;
                 canFlip = true;
             }
             
         }
     }
 
     private void CheckJump()
     {
         if(jumpTimer > 0)
         {
             //WallJump
             if (isGrounded && isTouchingWall && movementInputDirection != 0 && movementInputDirection != -facingDirection)
             {
                 WallJump();
             }
             else if (isGrounded)
             {
                 NormalJump();
             }
             else if (isGrounded && isTouchingWall && movementInputDirection != 0 && movementInputDirection != -facingDirection) { 
             }
         }
         if(isAttemptingToJump)
         {
             jumpTimer -= Time.deltaTime;
         }
     }
 
     private void NormalJump()
     {
         if (canNormalJump)
         {
             rb.velocity = new Vector2(rb.velocity.x, jumpForce);
             amountOfJumpsLeft--;
             jumpTimer = 0;
             isAttemptingToJump = false;
             checkJumpMultiplier = true;
         }
     }
 
     private void WallJump()
     {
         if (canWallJump)
         {
             rb.velocity = new Vector2(rb.velocity.x, 0.0f);
             isWallSliding = false;
             amountOfJumpsLeft = amountOfJumps;
             amountOfJumpsLeft--;
             Vector2 forceToAdd = new Vector2(wallJumpForce * wallJumpDirection.x * movementInputDirection, wallJumpForce * wallJumpDirection.y);
             rb.AddForce(forceToAdd, ForceMode2D.Impulse);
             jumpTimer = 0;
             isAttemptingToJump = false;
             checkJumpMultiplier = true;
             turnTimer = 0;
             canMove = true;
             canFlip = true;
         }
     }
 
     private void ApplyMovement()
     {
         if (!isGrounded && !isWallSliding && movementInputDirection == 0)
         {
             rb.velocity = new Vector2(rb.velocity.x * airDragMultiplier, rb.velocity.y);
         }
 
         else if(canMove)
         {
             rb.velocity = new Vector2(movementSpeed * movementInputDirection, rb.velocity.y);
         }
 
         if (isWallSliding)
         {
             if(rb.velocity.y < -wallSlideSpeed)
             {
                 rb.velocity = new Vector2(rb.velocity.x, -wallSlideSpeed);
             }
         }
     }
 
     private void Flip()
     {
         if (!isWallSliding && canFlip)
         {
             facingDirection *= -1;
             isFacingRight = !isFacingRight;
             transform.Rotate(0.0f, 180.0f, 0.0f);
         }
     }
 
     private void OnDrawGizmos()
     {
         Gizmos.DrawWireSphere(groundCheck.position, groundCheckRadius);
 
         Gizmos.DrawLine(wallCheck.position, new Vector3(wallCheck.position.x + wallCheckDistance, wallCheck.position.y, wallCheck.position.z));
     }
 }
 

camerasettings.png (187.6 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
â–¼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by streeetwalker · Apr 14, 2020 at 02:27 PM

Google "unity pixel perfect sprites wiggle" and you'll find videos, resources and discussion on how you can overcome your problem.

Just be aware: A Cinemachine "Camera" is not a camera, but a set of scripts that control a camera. So don't let that throw you.

If you set up your camera properly and your sprites, you can overcome the issue.

The problem is not entirely in your script - it's probably not even in your script at all.

Google and Learn!

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
â–¼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

237 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

how can i anchor a point of a sprite to make it swing? 1 Answer

How do I keep my player colliders from thinking that the player is in the air. 0 Answers

Unity2D Move character in tile increments with collision 1 Answer

Built game doesn't work as the game preview 0 Answers

Help 2D Custom HillClimbRacingGame 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges