Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
13 Jun 22 - 14 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 post has been wikified, any user with enough reputation can edit it.
avatar image
18
Question by picobots · Mar 16, 2012 at 06:12 AM · 2dorthographic

Why is the motion jerky in a simple 2D game?

I've been exploring the possibility of using Unity to build a 2D game. I'm looking at a number of 2D helper libraries, including ex2D and Orthello. The problem is: When I run the example projects that come with these libraries, the motion of the sprites is jerky. (The problem exists with both of the libraries, and actually just with Unity in general - more on that below.)

Let me explain what I mean: Every 1-2 seconds, there's very subtle but noticeable "blip" in the motion of the graphics. The hiccup is like a metronome; the motion is perfectly smooth for 1 second, and then for 1 instant (a single frame probably), the sprite noticeably jerks very subtly. Then it's smooth again for 1 second, then a frame blip, etc., ad infinitum. The jerky movement is probably only a matter of a pixel or two; you have to watch carefully to see it.

I dug a little deeper and created a simple Unity game from scratch with an orthographic camera and cube (and nothing else -- no 2D libraries, no physics, no nothing), and sure enough, the motion is still jerky. Every 1-2 seconds, like clockwork, a hiccup occurs in the motion.

I come from a Microsoft XNA background, and I experienced a problem just like this with XNA once upon a time. The solution was to disable "FixedTimeStep" for the game, and then the game ran perfectly smoothly. Is there a similar setting in Unity? I found the Time settings, but there's seemingly no way to disable fixed timestep.


For those curious, here are the objects/code for my simple project that exhibits the jerky animation behavior:

  • Main Camera: Orthographic, size 2, position(0,0,-1)

  • Cube: position(0,0,0)

And then this C# script on the Cube:

 using UnityEngine;
 using System.Collections;

 public class CubeScript : MonoBehaviour
 {
     protected float min;
     protected float max;
     protected float speed;
     
     void Start ()
     {
         speed = -0.01f;
         min = transform.position.x - 2f;
         max = transform.position.x + 2f;
     }
 
     void Update ()
     {
         transform.position = new Vector3(
             transform.position.x + (Time.deltaTime * speed),
             transform.position.y,
             transform.position.z
         );
         
         if (transform.position.x < min || transform.position.x > max)
             speed *= -1;
     }
 }


EDIT:

As the initial responses correctly pointed out, in my original example code I completely forgot to multiply by Time.deltaTime. But here's the weird thing: Multiplying by Time.deltaTime actually makes the problem more pronounced! I just updated my code to include Time.deltaTime, since that doesn't seem to be what's causing my specific problem. (Regardless, thanks for your responses Eric5h5 and malraux.)

More information: I just discovered that building the game (instead of playing it in the Unity editor) and running it at "Graphics quality: Fastest" seems to eliminate the motion jitter. The problem still exists if I run it at "Good" quality or higher. My video card is an Nvidia 8800GT with up-to-date drivers. I know it's not the greatest card in the world, but it runs plenty of other 3D games at decent quality with no frame rate hiccups. And my example project is about as simple as you can get: a single untextured cube moving back and forth.

Any other thoughts?

Comment
Add comment · Show 11
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 Eric5h5 · Mar 16, 2012 at 02:04 PM 0
Share

Your code is frame-rate dependent; you need to use Time.deltaTime. Physics can't be completely turned off, but you can set the fixed timestep to 10, which is the maximum allowed. Although if you have no physics, that won't really make much difference.

avatar image picobots · Mar 16, 2012 at 03:14 PM 0
Share

Argh, yes, I had tested that previously but forgot it in this example code. Here's the weird thing: Correctly multiplying by deltaTime actually makes the problem more pronounced! I'm beginning to think that there must be some specific problem with my video card (Nvidia 8800GT) and fixed timesteps. It's truly bizarre. Regardless, thanks for your response!

avatar image Eric5h5 · Mar 16, 2012 at 04:39 PM 1
Share

$$anonymous$$aybe turn vsync on.

avatar image picobots · Mar 16, 2012 at 05:06 PM 0
Share

O$$anonymous$$, the VSync setting definitely has an effect. With VSync on ("Every VBlank"), the stutter problem is pretty bad. With VSync off, the stutter problem virtually disappears completely. (That's odd, I would've thought it would be the reverse.) I'm not going to answer my own question and accept the answer, so if someone would like to answer with something about VSync (preferably with some ideas about why it's causing this problem on my system), I'll gladly accept your answer. Thanks again for all of the responses.

avatar image iphonedeano · Oct 20, 2012 at 01:03 PM 0
Share

Hi All,

I was wondering if you ever got to the bottom of this problem? I am using the follow code to move the object and camera.

var Speed : float = 28.0;

function FixedUpdate ()

{

transform.position += transform.forward Speed Time.deltaTime; }

I can not make it any more simple, I have tried it on two pc's and on a mac book, and still I get jerky steps every 2 seconds. I have tried all the differnt update types. All that I can proove is that when I remove the delta time all works well. I am at my witts end with this problem. I am now going to look at using the constant from a RTC and forget this delta time has some kind of joke, I do know that if I load an old copy of Unity I do not have the problem. Can anybody throw any light on this problem. What I was thinking, is to read the delta time before each movment and remove any larger fluctuations that happen within a percentage of say 1 second intervals by avarage mearsurments, I will give this a shot and see if it can be smoothed somehow. Thanks All Dean

Show more comments

12 Replies

· Add your reply
  • Sort: 
avatar image
34

Answer by picobots · Apr 20, 2012 at 10:53 PM

So, this problem has been plaguing me for weeks, and I finally just solved it... sort of. My project has gone through a number of changes, so this solution doesn't necessarily apply to the question exactly the way I asked it. But I'm going to post this information here anyway, because I've never seen this solution mentioned in any of the jitter/judder/jerky movement questions about Unity. Hopefully this solution will help someone else out.

First of all, I'm now using Physics and Rigidbodies. And I still had the motion judder/jitter problem with a Rigidbody and FixedUpdate. But if you're using Physics, this solution may help you:

It all comes down to one little setting on the Rigidbody: Interpolate.

http://unity3d.com/support/documentation/ScriptReference/Rigidbody-interpolation.html

Setting the Interpolate property to Interpolate makes my object move completely smoothly now. Hope that helps someone else.

Comment
Add comment · Show 6 · 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 plingativator · Jun 28, 2013 at 05:42 AM 0
Share

Thank you! Interpolate was exactly what I needed. This was plaguing me for weeks, my player would jitter once reaching a higher velocity and I thought it was a problem with my speed limiting. I set the Interpolate on and now it's incredibly smooth.

avatar image Andrii · Jan 03, 2017 at 02:49 AM 0
Share

Wow! $$anonymous$$ade my game look much more smooth!

avatar image gantar22 · Apr 03, 2018 at 04:22 PM 0
Share

Thanks so much! There are so many different discussions about jittering online and this was the one that fixed it for me.

avatar image salranax · Apr 04, 2018 at 09:43 AM 0
Share

thanks m8. Exactly what i was looking for! It also makes parallax effects smooth. I have having issues with high follow speed parallax effects and setting interpolate on makes it really smooth. TY

avatar image TaiNiePooNie · Nov 20, 2018 at 07:53 PM 0
Share

This answer is GOLD!

Show more comments
avatar image
2

Answer by Velo222 · Aug 16, 2012 at 04:08 AM

I am currently having this problem. I hadn't noticed it until I got further along in my project, with more and more units on my screen.

It does seem heavily vsync/monitor refresh rate related. I get little frame "blips"/jittering about every 2-4 seconds, and it's really noticeable. At my flatscreen lcd monitors refresh rate of 60 hz, it's pretty bad jittering. When I switch to 100 hz refresh rate on my monitor, it gets a lot smoother, although it doesn't eliminate the "blipping" completely -- it's still there.

The weird thing is that if I set my monitor refresh rate to 120 hz, it's almost as bad as at 60 hz. I am completely stumped. I've tried everything in this thread, and it helps smooth it out quite a bit, but again it's never completely eliminated. Even with setting my models rigidbodies to interpolate as suggested, and setting my monitors refresh rate to 100 hz, and setting vsync to off in my project settings.

Any leads as to how to fix this would be great. I know this is an old thread though. It is currently 8/15/2012 lol. Unity version 3.5.4f1. I'm beginning to think it's something the Unity programmers changed in the vsync option in one of the recent updates.

Update: I just tried building my game with settings on "fastest" in the project quality settings. Then selecting "fastest" in the selection tab upon starting my game up(with it built). This pretty much does work. I noticed almost no jittering/blipping -- possibly some very miniscule blipping, but almost unnoticeable. This is great! But the question is why? We shouldn't have to run our game on fastest in order to eliminate this terrible vsync blipping or whatever it is. Anyways, for now, at least there's one way to minimize it almost completely. Thanks for all the tips and advice so far.

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 picobots · Aug 16, 2012 at 04:30 AM 0
Share

As far as I can tell, it's absolutely vsync/monitor refresh rate related. You can read about the problem in much greater detail in an updated question that I posted here:

http://answers.unity3d.com/questions/275016/updatefixedupdate-motion-stutter-not-another-novic.html

I don't think it has anything to do with game complexity; I see the stuttering problem in the absolute simplest possible game. (You can download a sample game project via the link above.) The problem is definitely most severe with VSync enabled. I'm convinced not everyone sees the issue. Perhaps only certain video cards and/or monitors are affected? I have an Nvidia GeForce 8800, how about you?

avatar image cyborgjinx · Apr 03, 2015 at 06:08 AM 0
Share

I know this is an old post but I was having the same problem. I switched my rigidbody's interpolate setting from none to interpolate and it seems to have fixed it. I haven't done a build yet; this is just in the editor so far.

avatar image
2

Answer by volkswagenb · Jun 22, 2013 at 12:41 AM

I know this is an older thread, but I hope this helps somebody out:

I initially thought the jerkiness problem was related to Update() running in different threads by Unity, so I changed my objects to plain classes and update them manually from my "main", but this did not solve it.

The jerkiness problem is really related to variations in the frame rate, that's why -as far as I've seen- it happens regardless of the 'sync' scheme or Update vs FixedUpdate.

Let's say the last frame took for example 50ms, and you use that deltatime for your motion, but the actual current frame takes only 25ms to render, it will look to you as if the object jumped. This is particularly more evident if you have object 'seek' routines as I have, or if you're running lower framerates.

You can do this:

     Time.maximumDeltaTime=0.03; //<<just over your estimated average frame time.
     //or alternatively:
     t=Time.deltaTime;
     if(t>0.03){t=0.03;}//constrain it
     //Note that they also have Time.smoothDeltaTime, but it's not much help.

Now it's smooth as silk. What I'll probably do for a more robust solution is to keep a 1-second moving average of the frame rate, and then constrain 't' to that.

Edit: Sorry about the redundancy, I hadn't seen Deano's correct response.

Comment
Add comment · 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
1

Answer by alirezakhaan · Oct 09, 2017 at 10:04 AM

i guess your game frame rate is default ( 30 FPS ). please study link below: Application.targetFrameRate , you can see your game frame rate by this component that i got from unity standard asset package :

 using System;
 using UnityEngine;
 using UnityEngine.UI;
 
 namespace UnityStandardAssets.Utility
 {
     [RequireComponent(typeof (Text))]
     public class FPSCounter : MonoBehaviour
     {
         const float fpsMeasurePeriod = 0.5f;
         private int m_FpsAccumulator = 0;
         private float m_FpsNextPeriod = 0;
         private int m_CurrentFps;
         const string display = "{0} FPS";
         private Text m_Text;
 
 
         private void Start()
         {
             m_FpsNextPeriod = Time.realtimeSinceStartup + fpsMeasurePeriod;
             m_Text = GetComponent<Text>();
         }
 
 
         private void Update()
         {
             // measure average frames per second
             m_FpsAccumulator++;
             if (Time.realtimeSinceStartup > m_FpsNextPeriod)
             {
                 m_CurrentFps = (int) (m_FpsAccumulator/fpsMeasurePeriod);
                 m_FpsAccumulator = 0;
                 m_FpsNextPeriod += fpsMeasurePeriod;
                 m_Text.text = string.Format(display, m_CurrentFps);
             }
         }
     }
 }

you can lock your frame rate to 60 FPS by this code :

     void Awake()
     {
         QualitySettings.vSyncCount = 0;  // VSync must be disabled
         Application.targetFrameRate = 60;
 
     }
 


Comment
Add comment · 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
0

Answer by malraux · Mar 16, 2012 at 02:20 PM

As Eric pointed out, use deltaTime:

 void Start ()
 {
     this.speed = -1f; // note I changed the name to reflect the usage
     min = transform.position.x - 2f;
     max = transform.position.x + 2f;
 }

 void Update ()
 {
     transform.position.x += this.speed * Time.deltaTime;

     if (transform.position.x < min || transform.position.x > max)
         this.speed *= -1;
 }


Note that I'm calling it speed now... deltaTime gives you the difference in time since the last update. Multiply that by a speed and you are interpolating the position value based on the speed, since speed (velocity) is distance over time.

Also, if you're using a RigidBody, make sure to use FixedUpdate instead of Update: MonoBehaviour.FixedUpdate

Comment
Add comment · Show 3 · 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 picobots · Mar 16, 2012 at 03:15 PM 0
Share

Argh, yes, I had tested that previously but forgot it in this example code. Here's the weird thing: Correctly multiplying by deltaTime actually makes the problem more pronounced! I'm beginning to think that there must be some specific problem with my video card (Nvidia 8800GT) and fixed timesteps. It's truly bizarre. Regardless, thanks for your response!

avatar image malraux · Mar 16, 2012 at 04:31 PM 0
Share

@there$$anonymous$$ Did you try it in FixedUpdate?

avatar image picobots · Mar 16, 2012 at 05:10 PM 0
Share

Good question, I hadn't, but I just did. As it turns out, FixedUpdate produced the worst results of all: the motion jitter switches from once per second to pretty much constant. It was a worth a try though, thanks for the idea. As it turns out, it seems that having VSync enabled might be the culprit. (See my comment above.)

  • 1
  • 2
  • 3
  • ›

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

28 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Resizing orthographic camera to fit 2d sprite on screen 1 Answer

Sprite relative position/scale problem with orthographic camera 0 Answers

Set Orthographic Camera To Always Have Y Coordinate Start At Set Position 0 Answers

Assets/Scripts/PlayerController.cs(32,49): error CS0126: An object of a type convertible to `float' is required for the return statement 1 Answer

How to use a non-screen-sized RenderTexture? 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