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Question by Ochreous · Sep 13, 2014 at 11:35 PM · c#cameramovement

C# Twitchy Camera Movement

I have script that makes the main camera follow my mouse. However sometimes the main camera's movement can be very twitchy. I used Time.smoothDeltaTime instead of Time.deltaTime but there still seems to be a bit of twitchy movement from the Main camera. What else can I do to try to smooth out this erratic movement?

 using UnityEngine;
 using System.Collections;
 
 public class Camera_Move : MonoBehaviour {
     public float sensitivityX = 2F;
     public float sensitivityY = 2F;
     // Use this for initialization
     void Start () {
     
     }
 
     // Update is called once per frame
     void Update ()
     {
             float positionX = transform.position.x + Input.mousePosition.x * sensitivityX;
             float positionY = transform.position.y + Input.mousePosition.y * sensitivityY;
             
             transform.position = new Vector3( positionX, positionY, 0) * Time.smoothDeltaTime;
     }
 }
 
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avatar image Kiwasi · Sep 13, 2014 at 11:58 PM 0
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Consider using LateUpdate?

avatar image Baste · Sep 14, 2014 at 12:22 AM 0
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Input.mousePosition gives pixel coordinates from the bottom left at 0/0. So to me, positionX and positionY seems like they should always be positive, and your camera should always be moving up and to the right (assu$$anonymous$$g it's looking in the positive z-direction)

Is that the case?

I can't see where the twitching is co$$anonymous$$g from, but using Vector3.$$anonymous$$oveTowards together with Time.DeltaTime is usually the best way to ensure smooth movement of anything.

avatar image Argembarger · Sep 14, 2014 at 12:52 AM 0
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Seconded on using LateUpdate. http://docs.unity3d.com/ScriptReference/$$anonymous$$onoBehaviour.LateUpdate.html

"a follow camera should always be implemented in LateUpdate because it tracks objects that might have moved inside Update."

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Answer by AngryBurritoCoder · Sep 14, 2014 at 01:29 AM

Use Vector3.Lerp(From,To,smoothness * Time.deltaTime)

smoothness is just a float that you choose

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