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Question by Tea_Doogun · Feb 27, 2013 at 10:19 PM · movementtransform.position

'jerking' movement...

Ok, i have a very simple movement control on my character (with rigidbody):

 var moveSpeed : float = 10;
 
 function Update () {
 
 if(Input.GetButton("forward")){
     transform.position += transform.forward * moveSpeed * Time.deltaTime;
         }
 
 }

Couldn't be simpler, right?

But when i press 'forward', the model 'jerks' forward a little...how do we stop this?

I've tried using -

  • 'Time.smoothDeltaTime'

  • a simple slow acceleration method (increasing moveSpeed slowly over time until we reach top speed),

but there is still that small 'jerk' forwards.

A system with 'AddRelativeForce' solves the problem, but raises many others, so if possible i'd like to solve the problem without going to AddForce.

Thank you for your time, Tom :)

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Answer by robertbu · Feb 28, 2013 at 08:30 AM

Here are a couple of scripts...nearly identical. Is this the kind of movement you are looking for? Does this solve your jerkiness.

Start with a new scene. Place a cube at (-5,0,0) and rotate it 90 degrees on the Y axis. Use the Left Arrow.

 var moveSpeed : float = 0.0;
 var incSpeed  : float = 0.02;
 var maxSpeed  : float = 2.0;
  
 function Update () {
  
     if(Input.GetKey(KeyCode.RightArrow)){
         moveSpeed += incSpeed;
     }
     else {
         moveSpeed -= incSpeed;
     }
     
     moveSpeed = Mathf.Clamp(moveSpeed, 0.0, maxSpeed);
     transform.position += transform.forward * moveSpeed * Mathf.Sin(moveSpeed/maxSpeed * Mathf.PI / 2.0) * Time.deltaTime;
 }

And:

 var moveSpeed : float = 0.0;
 var incSpeed  : float = 0.01;
 var maxSpeed  : float = 2.0;
  
 function Update () {
  
     if(Input.GetKey(KeyCode.RightArrow)){
         moveSpeed += incSpeed;
     }
     else {
         moveSpeed -= incSpeed;
     }
     
     moveSpeed = Mathf.Clamp(moveSpeed, 0.0, maxSpeed);
     transform.position += transform.forward * moveSpeed * Time.deltaTime;
 }
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avatar image Tea_Doogun · Mar 01, 2013 at 05:45 PM 0
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That first one was a huge help :)

I've never used $$anonymous$$athf.Sin or .PI, i best pay em more attention :)

avatar image robertbu · Mar 01, 2013 at 06:00 PM 1
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There's many easing functions. The Sine function tends to "look right" more often, so I tend to use it first, but you might want to try some of the others. Here is a link to source for many different easing functions:

http://www.robertpenner.com/easing/

avatar image Tea_Doogun · Mar 01, 2013 at 06:20 PM 0
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Hey, thanks man B)

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