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Objects hitching every second when moving around
Hey guys, I'm seeing a hitching issue that I can't seem to resolve. Movement will not always be perfect, I get that, but there is a noticeable hitch in the movement of objects every second or so.
Here's a video demonstrating the hitch (pardon voice quality, it's not bad but it cuts out every now and then and it has to do with my recording software)
I'm really not sure how to resolve this without adding in decay smoothing, and even that feels like just putting makeup on the issue.
you mean jittery movement. Jittery is really tough to debug mate all we can do right now are the possibilities. Let me bring it down to you
a) Your physics is operating at a slower framerate than your game. In Edit -> Project Settings -> Time, what is your fixed timestep?
b) Your transform.Translate and the physics engine are interacting badly. Choose either physics or manually moving the transform, and stick with it. (Note that you can directly set the Z element of the velocity vector and probably accomplish the same thing you're trying to.
In either case, having the camera move every frame to follow a character that might not be moving every frame (e.g. is being move with physics) is definitely a source of apparent jitter, even if it's not your only source. If your camera moves by lerping towards the character, do that lerping in FixedUpdate.
I'm using a character controller for movement. Not using physics for anything unless Lerping is considered physics. However, when I move the character move and camera follow into the FixedUpdate, the jerking stops but the world around me feels laggy. Fixed timestamp doesn't really help. Had it between 0.02 to 0.008 and had no major change.
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