- Home /
Jittery Movement - specific mechanics in mind
I apologize if there has been an answer to this question, but I've looked around and the solutions do not help my certain situation, but rather say that what I want to do won't work. I am also relatively new to Unity.
I am trying to make a first person character, using Rigidbody.AddForce() in FixedUpdate() for it's movement, and I am using LateUpdate() to control the camera of the player. The player is currently parented to the player capsule, so all the code that is in LateUpdate() is just to rotate either the capsule or the camera itself.
From what I understand, this mix of LateUpdate() and FixedUpdate() is causing the movement of the player in relation to the camera to appear jittery.
I do not want to switch to using say Transform.Translate() to do my movement, as I want the player to be affecting other rigidbodies and forces within the scene. Is there a way I could fix this jittering while still achieving the mechanics I want?