Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
This question was closed Nov 11, 2015 at 08:38 PM by $$anonymous$$ for the following reason:

Problem is not reproducible or outdated

avatar image
0
Question by $$anonymous$$ · Nov 20, 2014 at 08:23 PM · camerarotationmovementquadtranslation

Choppy movement of moving quad with rotating camera

Hi everyone! I'm making a similar Mario Kart game. I'm using Quads, one for the ground, and one for each racer. The quads use billboarding to always face the camera (May I clarify that the ground stays put, only the racers use billboarding).

In the main menu I set the camera to rotate along the center of the track while the AI racers run in the track.

My problem is that the racer's Quads move a bit "jerky/stuttery/flickery/choppy" (I googled a lot and found a question using those terms, as non native English speaker, I THINK those describe my problem pretty good)

To move the camera I use:

 transform.LookAt(Vector3.zero); // To always face the center of the track
 transform.Translate(Vector3.right *10* Time.deltaTime); // To move in circle along the center of the track


For the billboarding in the racer's quad's, I use either this:

 //transform.rotation = Camera.main.transform.rotation;

Or (currently) this:

 var fwd = Camera.main.transform.forward;
 fwd.y = 0.0f;
 transform.rotation = Quaternion.LookRotation(fwd);
 

To move the racer's quad's I use:

 transform.Translate(Vector3.forward * Time.deltaTime * CurrentSpeed);

Thanks in advance!

EDIT: Not sure if it helps, the racer's quad have a RigidBody attached to them and a Mesh Collider as Trigger. The rigid body has "use gravity" unchecked and is only used alongside with the mesh collider to detect trigger events

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

  • Sort: 
avatar image
0

Answer by etaxi341 · Nov 24, 2014 at 07:54 PM

This could Fix your bug (Not sure but it could work) You should use Camera Movement always in LateUpdate Methods. Try it out :)

I hope it helps.

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image $$anonymous$$ · Nov 24, 2014 at 07:56 PM 0
Share

Thanks! At least it's something! I'll try it out right away

avatar image $$anonymous$$ · Nov 24, 2014 at 08:47 PM 1
Share

While trying to recreate the problem at home, I found that the choppiness could be related to the sprite assignment as I believe, in the project at work, I assign the racer's sprite all the time in the Update() billboard script. $$anonymous$$orrow I'll check this out at work plus your suggestion :)

Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

How to smoothly rotate camera around an object with touch 1 Answer

How do I translate my ship left and right and have it rotate at the same time? 1 Answer

Problem with camera position 3 Answers

How to make camera move backwards in relation to player (so behind player), regardless of y rotation of player and camera 1 Answer

How to synchronize both movement and rotation? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges