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Question by slader155 · Feb 03, 2015 at 07:23 AM · camera2dfollowcamera followjitter

2D Camera Follow - Jittery?

Hi guys!

I'm having a small problem with my camera follow script. Every few seconds the camera jitters on the x axis, but I'm not sure why.

Here is my script so far:

 public float addPos;
 public Transform target;
 public GameObject asteroid;
 
 void Update(){
     asteroid = GameObject.Find("Sphere(Clone)");
 }
 
 void LateUpdate () {
     if(gameObject.name == "Main Camera"){
         if(!Astronaut.isDead){
             transform.position = new Vector3(target.position.x + addPos, transform.position.y, transform.position.z);
         }else if(asteroid != null && Astronaut.isDead){
             transform.position = new Vector3(asteroid.transform.position.x + addPos, transform.position.y, transform.position.z);
         }
     }        
     
     if(gameObject.name == "Score" && !Astronaut.didStart){
         transform.position = new Vector3(target.position.x, transform.position.y, transform.position.z);
     }
 }




I've tried changing the LateUpdate to Update/FixedUpdate (didn't solve anything), and I also set most of my RigidBody's to Interpolate (made it a little bit better).

I really hope that you guys can help me!

-Collin

Edit I forgot to mention, but the problem only happens when the player screen wraps, it causes the asteroids to jitter. Here is a .gif of what it looks like: https://twitter.com/Slader166/status/561758957916946432

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Answer by Applefruits · Feb 03, 2015 at 11:28 PM

 transform.position = Vector3.Lerp(transform.position, target.position, 0.1f * Time.deltaTime);

maybe lerp im a newb to but :$

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avatar image AlwaysSunny · Feb 03, 2015 at 11:29 PM 0
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Applefruits has the right idea. (I edited your sample to make it framerate independent.) Interpolating camera movement is essential.

avatar image slader155 · Feb 04, 2015 at 04:53 AM 0
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Is it possible for the camera to follow without the Lerp? I don't exactly want it to be that smooth.

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