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Question by kingdomkind · Feb 23 at 07:48 PM · 2dscripting problemspriterigidbody2dtopdown

2D character movement is jittery (top-down)

Hello! I'm having an issue where my character "jitters"

Here's a video on it: https://streamable.com/fqn611

Here's the code for that specific part:

         Movement = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
         Rigid_body.MovePosition((Vector2)transform.position + (Movement * Walk_Speed * Time.deltaTime));


It runs on fixed update:

     void FixedUpdate() {
         
         Controller.Move(Walk_Speed);
 
     }

Here's the entire character code, incase it's needed:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Character_Controller : MonoBehaviour
 {
 
     private Animator Animator_Parameters;
     private SpriteRenderer Sprite_Renderer;
     private Rigidbody2D Rigid_body;
 
     void Start() {
         Animator_Parameters = GetComponent<Animator>();
         Sprite_Renderer = GetComponent<SpriteRenderer>();
         Rigid_body = GetComponent<Rigidbody2D>();
     }
 
     public void Move(float Walk_Speed) { 
 
         if (Input.GetAxisRaw("Horizontal") == 1) {
             Sprite_Renderer.flipX = false;
         } else if (Input.GetAxisRaw("Horizontal") == -1) {
             Sprite_Renderer.flipX = true;
         }
 
         Vector2 Movement;
 
         /*
         if (Input.GetAxis("Vertical") != 0) {
             Movement = new Vector2(0, Input.GetAxis("Vertical"));
             //transform.Translate(Movement * Walk_Speed * Time.deltaTime);
             //Rigid_body.AddForce(Movement * Walk_Speed * Time.deltaTime);
             Rigid_body.MovePosition((Vector2)transform.position + (Movement * Walk_Speed * Time.deltaTime));
             Animator_Parameters.SetBool("Moving", true);
             
         } 
         
         if (Input.GetAxis("Horizontal") != 0) {
             Movement = new Vector2(Input.GetAxis("Horizontal"), 0);
             //transform.Translate(Movement * Walk_Speed * Time.deltaTime);
             //Rigid_body.AddForce(Movement * Walk_Speed * Time.deltaTime);
             Rigid_body.MovePosition((Vector2)transform.position + (Movement * Walk_Speed * Time.deltaTime));
             Animator_Parameters.SetBool("Moving", true);
         }
         */
 
         //var moveVector = new Vector3(Input.GetAxis("Horizontal") , Input.GetAxis("Vertical") , 0);  
 
         //Rigid_body.MovePosition(new Vector2((transform.position.x + moveVector.x * Walk_Speed * Time.deltaTime),
         //    transform.position.y + moveVector.y * Walk_Speed * Time.deltaTime));
 
         if (Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0) {
             Animator_Parameters.SetBool("Moving", true);
         }
         
         Movement = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
         Rigid_body.MovePosition((Vector2)transform.position + (Movement * Walk_Speed * Time.deltaTime));
 
 
         if (Input.GetAxis("Vertical") == 0 && Input.GetAxis("Horizontal") == 0) {
             Animator_Parameters.SetBool("Moving", false);
         }
 
     }
 }
 

(Quite alot is commented out)

If you need any information, please don't hesitate to ask! Thank you!

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Answer by Spip5 · Feb 23 at 11:21 PM

It is likely related to your camera script instead of you character controller. Is your camera code running in the update or LateUpdate method ? Try both (and FixedUpdate), see if there is any change !

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