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Question by xmcdeath · Nov 12, 2012 at 02:47 AM · cameraphysicsrigidbody

Camera Following Rigidbody

So, first off, I'm making a game with a player who is essentially a sphere. The game is a 2D side scroller, with two cameras: both following the player, but one focusing on foreground elements that is set to "orthographic", and one that is focused on the background elements set as "perspective". Both have the same script attached to follow the player, but they are not attached to the player in the hierarchy in any way. Also, the player has no gravity; he flies around the level, the limitations being colliders surrounding him.

Now my question: the player is physics based. He has a rigidbody attached and, in order to make the movement smooth and realistic, I use "AddForce" in the player movement script. All is well, except for the fact that there is some noticeable stuttering in either the camera's or player's movement. What I do know, however, is that when I change the rigidbody's interpolation option, I can increase/decrease the stuttering by a bit.

Here I've attached the camera script:

 // The target we are following
 var target : Transform;
 // The distance in the x-z plane to the target
 var distance : int;
 // the height we want the camera to be above the target
 var height = 5.0;
 // How much we 
 var heightDamping = 2.0;
 var rotationDamping = 3.0;
 
 // Place the script in the Camera-Control group in the component menu
 @script AddComponentMenu("Camera-Control/Smooth Follow")
 
 function LateUpdate () {
     // Early out if we don't have a target
     if (!target)
         return;
     
     // Calculate the current rotation angles
     var wantedRotationAngle = target.eulerAngles.y;
     var wantedHeight = target.position.y + height;
         
     var currentRotationAngle = transform.eulerAngles.y;
     var currentHeight = transform.position.y;
     
     // Damp the rotation around the y-axis
     currentRotationAngle = Mathf.LerpAngle (currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);
 
     // Damp the height
     currentHeight = Mathf.Lerp (currentHeight, wantedHeight, heightDamping * Time.deltaTime);
 
     // Convert the angle into a rotation
     var currentRotation = Quaternion.Euler (0, currentRotationAngle, 0);
     
     // Set the position of the camera on the x-z plane to:
     // distance meters behind the target
     transform.position = target.position;
     transform.position -= currentRotation * Vector3.forward * distance;
 
     // Set the height of the camera
     transform.position.y = currentHeight;
     
     // Always look at the target
     transform.LookAt (target);
 }


And the movement portion of the player's code:

     // Directs The Movement Of The Player
     void FixedUpdate()
     {
 
         if (!loadingLevel)
         {
             
             float vertical = Input.GetAxis("Vertical") * speed;
             float horizontal = Input.GetAxis("Horizontal") * speed;
 
             rigidbody.AddForce(0, vertical, 0);
             rigidbody.AddForce(horizontal, 0, 0);
         } else {
         
             this.rigidbody.velocity = Vector3.zero;
             this.rigidbody.angularVelocity = Vector3.zero;
             
         }
     }


Any help will be greatly appreciated. Thanks in advance.

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