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Question by temichas_unity · Sep 14, 2021 at 04:41 PM · movementunity 2drigidbody2dstutter

Unity 2d RigidBody Movement stutter

Game stuttering on object movement.


Why does it stuttering? There are micro stutters. Always near 60 fps on Android device. Camera (cinemachine) folowing the object.


Scene: alt text


This is movement script

 using Cinemachine;
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Hero_Script2 : MonoBehaviour
 {
     [SerializeField] private float Speed = 2f;
 
     public Rigidbody2D HeroRB;
 
     private Vector3 StartPos;
 
     private void Start()
     {
         Application.targetFrameRate = 300;
 
         StartPos = transform.position;
     }
 
     public void btnRestart_Clicked()
     {
         transform.position = StartPos;
     }
 
     
     private void FixedUpdate()
     {
         HeroRB.velocity = new Vector2(2f * 100f * Time.fixedDeltaTime, HeroRB.velocity.y);
     }
 }

Hero object: alt text


Camera:

hero.png (36.8 kB)
scene.png (9.3 kB)
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avatar image temichas_unity · Sep 14, 2021 at 04:42 PM 0
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Camerasalt text

maincamera.png (43.4 kB)
avatar image temichas_unity · Sep 14, 2021 at 04:46 PM 0
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alt text alt text

cinemachinevirtualcamera.png (39.6 kB)
quality.png (46.5 kB)
avatar image Eno-Khaon · Sep 15, 2021 at 02:38 AM 1
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Note: I fixed your script formatting. If it doesn't look right in the post preview, it won't look right when posted, either.


Although this doesn't necessarily solve the problem at hand, the way you defined your velocity's not great. Rigidbody(and 2D).velocity is already a per-second rate and doesn't need to be multiplied by Time.(fixed)deltaTime, since this makes it framerate-dependent.

You can replace
 2f * 100f * Time.fixedDeltaTime

with (most likely)

 4f

for the same resulting speed.

(2 * 100 * 0.02) = (200 * 0.02) = (4)

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