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Question by chummscrubber · Oct 16, 2012 at 02:03 PM · cameraphysicsplayerdeltatimejitter

Jumpy object movement and camera movement

Hi,

I am a beginner at Unity and am currently trying to create a simple platformer that works in only the x and y axis. I have my camera following the player object in the scene (just a simple capsule at the moment with a character controller attached). When I move the player object (the capsule) it has quite visibly jarring stutter on screen, this also affect the camera making it a little jumpy too. Here is the code

Player.js

 var health = 100;
 var mana = 100;
 var moveSpeed = 5;
 var jumpSpeed = 10;
 var gravity = 20.0;
 
 private var moveDir : Vector3 = Vector3.zero;
 
 function Start () 
 {
 
 }
 
 function Update () 
 {
     var controller : CharacterController = GetComponent(CharacterController);
     
     // calculate movement on the x-axis
     moveDir.x = Input.GetAxis("Horizontal") * moveSpeed;
     moveDir = transform.TransformDirection(moveDir);
 
     // set the jumpHeight when the Jump key is pressed
     if(controller.isGrounded)
     {
         if(Input.GetButtonDown("Jump")) 
         {
             moveDir.y = jumpSpeed;
         }
 
     }
     
     // calculate movement on the y-axis with gravity applied
     moveDir.y -= gravity * Time.deltaTime;
     controller.Move(moveDir * Time.deltaTime);
 }



PlayerCamera.js

 var target : Transform;
 
 function Start () 
 {
 
 }
 
 function Update () 
 {
     transform.LookAt(target);
     transform.position.x = target.position.x;
     transform.position.y = target.position.y;
 }
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Answer by JanWosnitza · Oct 16, 2012 at 04:28 PM

You can use Vector3.SmoothDamp. The provided example is exactly showing how you could achieve your camera.

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avatar image chummscrubber · Oct 17, 2012 at 12:09 AM 0
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Thanks, ill give that a try when I have the chance

avatar image chummscrubber · Oct 17, 2012 at 03:13 AM 0
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Wuld doing a Vector3.Lerp() have a similar effect to the above function?

avatar image chummscrubber · Oct 17, 2012 at 05:42 AM 0
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Ive tried it out now and it works like a charm :D, perhaps a little bit loose at times but ill play around with it

avatar image JanWosnitza · Oct 17, 2012 at 08:52 AM 0
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Take a lower "smoothTime" if it feels to loose :)

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