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Question by khalilbenkassem2 · Feb 04 at 02:39 PM · camera-movementcamera movement

Character and Camera motion smooth in Editor, but jitters in Build,Character and Camera motion are smooth in Editor, but jittery after build

I have been struggling to get smooth character and camera motion in builds (in editor everything is smooth as butter). Once you start playing the game in a build, the character appears very jittery and the camera acts like it is getting hung up

here's my camera controller script :

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class CamerController : MonoBehaviour
 {
     public Transform target;
 
     private Vector3 offset;
     private float idleYPos;
     public LayerMask layerm;
     public static CamerController instance;
     // Start is called before the first frame update
     void Start()
     {
         offset=target.position-transform.position;
         idleYPos=this.transform.position.y;
         
     }
     private void Awake()
     {
 
         if (!instance)
             instance = this;
     }
 
     // Update is called once per frame
     void Update()
     {
         this.transform.LookAt(target);
         Vector3 newPos=target.position-offset;
         newPos.y=idleYPos;
         transform.position=newPos;
         if(Input.GetMouseButtonDown(0)){
 
            checkForButtonkillButton();
         }
     }
     private void checkForButtonkillButton(){
         Ray ray;
         RaycastHit hit;
         ray=Camera.main.ScreenPointToRay(Input.mousePosition);
     ///Vector3 end=Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x,Input.mousePosition.y,100f));
         Debug.DrawRay(ray.origin,ray.direction*30);
         if(Physics.Raycast(ray,out hit,1000,layerm)){
             if(hit.collider.CompareTag("ButtonKill")){
                 hit.collider.gameObject.GetComponent<KillCanvasManager>().Attack();
                 print("Button kill klicked");
             }
         }
 
     }
     public void changeTarget(Transform newTragetTransform) {
         this.target = newTragetTransform;
     }
 
 }
 

,here's my camero controller script :

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class CamerController : MonoBehaviour
 {
     public Transform target;
 
     private Vector3 offset;
     private float idleYPos;
     public LayerMask layerm;
     public static CamerController instance;
     // Start is called before the first frame update
     void Start()
     {
         offset=target.position-transform.position;
         idleYPos=this.transform.position.y;
         
     }
     private void Awake()
     {
 
         if (!instance)
             instance = this;
     }
 
     // Update is called once per frame
     void Update()
     {
         this.transform.LookAt(target);
         Vector3 newPos=target.position-offset;
         newPos.y=idleYPos;
         transform.position=newPos;
         if(Input.GetMouseButtonDown(0)){
 
            checkForButtonkillButton();
         }
     }
     private void checkForButtonkillButton(){
         Ray ray;
         RaycastHit hit;
         ray=Camera.main.ScreenPointToRay(Input.mousePosition);
     ///Vector3 end=Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x,Input.mousePosition.y,100f));
         Debug.DrawRay(ray.origin,ray.direction*30);
         if(Physics.Raycast(ray,out hit,1000,layerm)){
             if(hit.collider.CompareTag("ButtonKill")){
                 hit.collider.gameObject.GetComponent<KillCanvasManager>().Attack();
                 print("Button kill klicked");
             }
         }
 
     }
     public void changeTarget(Transform newTragetTransform) {
         this.target = newTragetTransform;
     }
 
 }
 
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