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Question by falconstrike209 · Apr 04, 2021 at 07:52 PM · backgroundsmoothjitterparallax

how to fix jitter on a parallax?

I'm pretty new to Unity. I recently used the tutorial by code monkey found here on how to make a parallax background. It kind of works, but for some reason it is jittering. it didn't seem to jitter in the video so I'm a little bit confused. is there any way I could add a smoothing effect to the code?

     [SerializeField] private Vector2 parallaxEffectMultiplier;
 
     private Transform cameraTransform;
     private Vector3 lastCameraPosition;
 
     private void Start()
     {
         cameraTransform = Camera.main.transform;
         lastCameraPosition = cameraTransform.position;
     }
 
     private void Update()
     {
         Vector3 deltaMovement = cameraTransform.position - lastCameraPosition;
         transform.position += new Vector3(deltaMovement.x * parallaxEffectMultiplier.x, deltaMovement.y * parallaxEffectMultiplier.y);
         lastCameraPosition = cameraTransform.position;
     }
   
 }
 

please help

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avatar image UnityM0nk3y · Apr 05, 2021 at 09:28 AM 0
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Tell me, what is the code you use on "Player" to "Move" around??

avatar image falconstrike209 UnityM0nk3y · Apr 05, 2021 at 08:43 PM 0
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oh, I didn't see this

avatar image falconstrike209 falconstrike209 · Apr 05, 2021 at 08:44 PM 0
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I already implemented the parallax code and it works fine. thanks so much :D

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Answer by UnityM0nk3y · Apr 05, 2021 at 09:29 AM

Here is my "Parralax 2d Code" I use, it has "smoothing":

     Transform cam; // Camera reference (of its transform)
     Vector3 previousCamPos;
 
     public float distanceX; // Distance of the item (z-index based) 
     public float distanceY;
 
     public float smoothingX = 1f; // Smoothing factor of parrallax effect
     public float smoothingY = 1f;
 
     void Awake()
     {
         cam = Camera.main.transform;
     }
 
     void Update()
     {
         
                 if (distanceX != 0f)
                 {
                     float parallaxX = (previousCamPos.x - cam.position.x) * distanceX;
                     Vector3 backgroundTargetPosX = new Vector3(transform.position.x + parallaxX, transform.position.y, transform.position.z);
                     transform.position = Vector3.Lerp(transform.position, backgroundTargetPosX, smoothingX * Time.deltaTime);
                 }
 
                 if (distanceY != 0f)
                 {
                     float parallaxY = (previousCamPos.y - cam.position.y) * distanceY;
                     Vector3 backgroundTargetPosY = new Vector3(transform.position.x, transform.position.y + parallaxY, transform.position.z);
                     transform.position = Vector3.Lerp(transform.position, backgroundTargetPosY, smoothingY * Time.deltaTime);
                 }
                 previousCamPos = cam.position;
     }
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avatar image falconstrike209 · Apr 05, 2021 at 08:24 PM 0
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oh pog! thank you so much! :D

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Answer by ericarthurrothman · Jan 11 at 07:15 PM

Use FixedUpdate instead of Update. Worked for me!

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