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Question by MasterDisaster64 · Jul 07, 2020 at 10:24 PM · cameraphysicsrigidbodyjitterjittering

Rigidbody jittering (Interpolation set on)

I'm making a game that's basically 3D Flappy Bird. My player is currently just a cube with a rigidbody and this component:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.InputSystem;
 
 public class Player : MonoBehaviour
 {
     private InputMaster controls;
     public Rigidbody rigidbody;
 
     public float flapForce = 10;
 
     void Awake()
     {
         controls = new InputMaster();
         controls.Player.Jump.performed += ctx => Jump();
         controls.Player.Dive.performed += ctx => Dive();
     }
 
     private void Update() {
         // Make the player face the way they're moving
         transform.rotation = Quaternion.LookRotation(rigidbody.velocity);
     }
 
     void Jump()
     {
         rigidbody.velocity = new Vector3(flapForce * controls.Player.Move.ReadValue<float>(), flapForce);
     }
 
     void Dive()
     {
         rigidbody.velocity = new Vector3(flapForce * controls.Player.Move.ReadValue<float>(), Mathf.Min(-flapForce, rigidbody.velocity.y));
     }
 
     private void OnEnable() {
         controls.Enable();
     }
 
     private void OnDisable() {
         controls.Disable();
     }
 }

The player is also followed by a Cinemachine camera. Somehow the combination of all this makes the cube jitter noticably on screen doing basic movements, even though the player's rigidbody is set to Interpolate. Any way to prevent this?

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