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Question by Zenomy · Jun 14, 2014 at 09:10 PM · movementplayercontrollershaking

Player making Zigzag movement

I using to simple scripts, one for the player and other for the camera.

The player it's a cube walking in a floor, just with the script and the Character controller component.

The camera isn't attached to the cube and his position and rotation it's calculated by the cube's position and rotation.

When I walk to front, back or sidewalking, it's fine, but when I walk to front and side, the player start to shaking, making a zigzag movement.

Isn't the camera. I searched in the google and I found some topics about the camera. But I can see him doing this strange movement on the Scene window, so isn't the camera.

I guess that I need some "smoothing-system" to calcule his position. I don't know.

Can someone help me?

Here are my Scripts:


The Player Script:

 using UnityEngine;
 using System.Collections;
 
 public class PlayerControl : MonoBehaviour {
     private CharacterController controller;
     public float speed = 6.0f;
     public float jumpSpeed = 8.0f;
     public float gravity = 20.0f;
     private Vector3 Pdirection = Vector3.zero;
     public float mouseSens = 0.2f;
     private bool locked = true;
 
     void Start () {
         Screen.lockCursor = locked;
     }
 
     void FixedUpdate () {
         controller = GetComponent<CharacterController> ();
         if (controller.isGrounded) {
             Pdirection = new Vector3(Input.GetAxis("Horizontal"),0,Input.GetAxis("Vertical"));
             Pdirection = transform.TransformDirection(Pdirection);
             Pdirection *= speed;
         }
         Pdirection.y -= gravity * Time.deltaTime;
         print (Pdirection);
         controller.Move (Pdirection * Time.deltaTime);
         controller.transform.Rotate(0, Input.GetAxis ("Mouse X")*mouseSens*Time.deltaTime, 0);
         if (Input.GetButton ("MouseLock")) {
             locked = !locked;
             print(locked);
             Screen.lockCursor = locked;
         }
 
     }
 }


The Camera Script:

 using UnityEngine;
 using System.Collections;
 
 public class CameraControl : MonoBehaviour {
     
     public float distancia = 10;
     public Transform target;
     
     void Start () {
     
     }
 
     void Update () {
         if (!target)
             return;
         float anguloFinal = target.transform.eulerAngles.y;
         float distanciaFinal = target.transform.position.y + distancia;
 
         float anguloAtual = transform.eulerAngles.y;
         float distanciaAtual = transform.position.y;
         
         anguloAtual = Mathf.LerpAngle (anguloAtual, anguloFinal, Time.deltaTime*0.1f);
         distanciaFinal = Mathf.Lerp (distanciaAtual, distanciaFinal, Time.deltaTime * 0.1f);
         
         Quaternion angulo = Quaternion.Euler (0, anguloFinal, 0);
 
         Vector3 posicaoFinal = transform.position;
         posicaoFinal = target.transform.position;
         posicaoFinal -= angulo * Vector3.forward * distancia;
         posicaoFinal.y = distanciaFinal;
         transform.position = posicaoFinal;
         transform.LookAt (target);
     }
 }
 
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