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Question by arvidowic · Dec 18, 2020 at 04:37 PM · cameracamera followshaking

Camera shaking problem

Hi everyone, I am quite new in programming so I followed a YouTube tutorial on how to make the camera follow the player. Unfortunately my camera sometimes randomly starts to shake a bit, especially when the player is near bounds or colliders. Does any of you has an idea on how to fix this problem? Thanks in advance!

 ` public Transform lookAt;
     public Vector3 offset = new Vector3(0, 5.0f, -10.0f);
 
     
     void Start()
     {
         transform.position = lookAt.position + offset;
     }
 
     private void LateUpdate()
     {
         Vector3 desiredPosition = lookAt.position + offset;
         transform.position = lookAt.position + offset;
         desiredPosition.x = 0;
         transform.position = Vector3.Lerp(transform.position, desiredPosition, Time.deltaTime);
     }
 }`





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avatar image arvidowic · Dec 18, 2020 at 04:39 PM 0
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"lookAt" is the player.

avatar image Jaxcap · Dec 19, 2020 at 08:54 AM 0
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I solved this problem for my project the other day (Camera shaking when my player touched a wall), but my project is in 2D so I don't know if it'll work the same way for you. If your player has a RigidBody component, changing the Interpolation value might do something. I turned $$anonymous$$e to None and it fixed the problem, but other people said turning it to Interpolate fixed theirs.

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Answer by RadonRaph · Dec 19, 2020 at 10:41 AM

Hello @arvidowic, You can try to smooth the movement, I do it like this personally: public Transform lookAt; public Vector3 offset = new Vector3(0, 5.0f, -10.0f);

     void Start()
     {
         transform.position = lookAt.position + offset;
     }
 
     Vector3 desiredPosition;
     float smoothAmount = 0.7f;
 
     private void LateUpdate()
     {
          desiredPosition = Vector3.Lerp(lookAt.position + offset, desiredPosition, smoothAmount);
         transform.position = lookAt.position + offset;
         desiredPosition.x = 0;
         transform.position = Vector3.Lerp(transform.position, desiredPosition, Time.deltaTime);
     }

However you can trigger the movement only when distance is greater than a number like this: public Transform lookAt; public Vector3 offset = new Vector3(0, 5.0f, -10.0f);

     void Start()
     {
         transform.position = lookAt.position + offset;
     }
 
     float minDistance = 2;
 
     private void LateUpdate()
     {
         Vector3 desiredPosition = lookAt.position + offset;
         transform.position = lookAt.position + offset;
         desiredPosition.x = 0;
 
         if (Vector3.Distance(desiredPosition, lookAt.position)>minDistance)
             transform.position = Vector3.Lerp(transform.position, desiredPosition, Time.deltaTime);
     }

I hope it will help you.

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