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Question by reppiz01 · Jun 19, 2013 at 06:43 PM · movementcharactercharactercontrollersmooth

Why is Character just moving "smooth" when camera follows?

Hej guys,

i have a question about "smoothness".

i´m working around on a 2D Plattformer, and most things work fine, but i recognized, if the camera does not follow my character, his movement doesn´t look smooth. it is..i don´t know "itchy" ?

I just move a plane with a character controller attached to it, with those methods in the update function: void Movement() { if(onoff) {

         if(character.isGrounded)
         {
             if(jump) 
                 moveDir.y = jumppower;
 
         }
         
         moveDir.y -= grav;
         moveDir.x = horizontal;
         character.Move(moveDir * Time.deltaTime);    
         }
         
     }
     
     void InputChecking()
     {
         
         if(onoff) {
             horizontal = Input.GetAxis("Horizontal") * speed;
         
             if (horizontal > 0)
             {
                 lookright = true;
             }
         
             if (horizontal < 0)
             {
                 lookright = false;
             }
         
         
         
             if(Input.GetButtonDown("Jump"))
             {
                 jump = true;
             
             } else
                 {
                 jump = false;
                 }    
         }
         

      }

When the camra follows the character he is allways "centered".

Could you explain me, why he is "stottering" without a following camera?

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avatar image AmoralAckbar · Jun 21, 2013 at 03:31 PM 0
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I think it would be helpful to see the "Character.$$anonymous$$ove" method. $$anonymous$$y first reaction was that you weren't making your movement FPS independent, but you are using Delta time so I'm not sure what is going on.

avatar image reppiz01 · Jul 03, 2013 at 10:55 AM 0
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the character.move $$anonymous$$ethod is a $$anonymous$$ethod of the "CharacterController" (Physic Component that comes with Unity)

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