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Question by roypettergamer · Jan 31, 2020 at 10:30 AM · camerathird-person-camera

Camera Shakes crazy after moving up slopes or jumping on objects/trying to climb on them.

I have a third person character camera script everytime i go into play mode and walk up terrain or a ramp/slope the camera starts shaking more and more and its crazy how much it shakes. Even if i jump on a cube the camera just shakes crazy. How do i fix this?

My Third person camera script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class ThirdPersonCameraController : MonoBehaviour
 {
 
     public float RotationSpeed = 1;
     public Transform Target, Player;
     float mouseX, mouseY;
 
     // Start is called before the first frame update
     void Start()
     {
         Cursor.visible = false;
         Cursor.lockState = CursorLockMode.Locked;
     }
 
     void LateUpdate()
     {
         CamControl();
     }
 
     void CamControl()
     {
             mouseX += Input.GetAxis("Mouse X") * RotationSpeed;
             mouseY -= Input.GetAxis("Mouse Y") * RotationSpeed;
             mouseY = Mathf.Clamp(mouseY, -35, 60);
 
             transform.LookAt(Target);
 
 
             if (Input.GetKey(KeyCode.Mouse1))
             {
                 Target.rotation = Quaternion.Euler(mouseY, mouseX, 0);
             if (Input.GetKey(KeyCode.W))
                 {
                 Target.rotation = Quaternion.Euler(mouseY, mouseX, 0);
                 Player.rotation = Quaternion.Euler(0, mouseX, 0);
                 }
             if (Input.GetKey(KeyCode.A))
             {
                 Target.rotation = Quaternion.Euler(mouseY, mouseX, 0);
                 Player.rotation = Quaternion.Euler(0, mouseX, 0);
             }
             if (Input.GetKey(KeyCode.S))
             {
                 Target.rotation = Quaternion.Euler(mouseY, mouseX, 0);
                 Player.rotation = Quaternion.Euler(0, mouseX, 0);
             }
             if (Input.GetKey(KeyCode.D))
             {
                 Target.rotation = Quaternion.Euler(mouseY, mouseX, 0);
                 Player.rotation = Quaternion.Euler(0, mouseX, 0);
             }
         }
             else
             {
                 Target.rotation = Quaternion.Euler(mouseY, mouseX, 0);
                 Player.rotation = Quaternion.Euler(0, mouseX, 0);
             }
     }
 }
 

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