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Character Glitches
I created a skyrim like third person script using the camera orbit script and added the following lines to the character script to make it turn when moving according to the camera otherwise let the camera move around the character like the following: Code:
if(movingF || movingS)
{
Vector3 f = Camera.main.transform.forward;
transform.forward = new Vector3(f.x, 0, f.z);// makes the player face the camera's direction
}
Also tried :
//transform.rotation = Quaternion.LookRotation(Vector3.RotateTowards(transform.forward, f, 30 * Time.deltaTime, 0));
/*float x = Camera.main.GetComponent<CameraScript>().x;
float y = Camera.main.GetComponent<CameraScript>().y;
Quaternion rotation = Quaternion.Euler(y, x, 0);
transform.rotation = rotation;*/
// transform.rotation = Quaternion.LookRotation(new Vector3(f.x, 0, f.z));
But every time the character rotates it "jitters" abit and looks odd any idea how to get rid of that effect thanks -xCeas
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Answer by robertbu · Dec 28, 2013 at 08:05 PM
One possibility:
Edit > Project Settings > Quality
Under 'Other' set VSync Count to 'Don't Sync'
it seems better but still it rotates odd like the character was "slapped"/lagged to the new forward
Without testing the code, I don't know what is causing the jittering. This is not the typical way to make something face the camera. For a Quad or a Sprite rotated on the 'y' axis, the typical code would be:
Vector3 f = camera.main.transform.forward;
f.y = 0.0;
transform.rotation = Quaternion.LookRotation(-f);
For other other objects with the forward facing positive 'z', remove the negative sign:
transform.rotation = Quaternion.LookRotation(f);
I assume you are doing this in Update()? I assume the object 'up' is positive 'y'?
Im doing it in fixed update where I move the player tried it in lateupdate it became worse Im going to try the lookrotation now and see how it works, should it fail what other alternatives do I have?(I could try Rotate too but it would be a lot of coding getting the same result as I get now)
Edit: still the same outcome Ill update my question with full movement code
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