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Question by TommyJ · Jul 12, 2016 at 08:28 AM · c#unity 5cameraunity5camera-movement

Problems changing camera position

Here is the camera script for my 2D platformer Camera2DFollow.cs using UnityEngine;

 namespace UnitySampleAssets._2D
 {
 
     public class Camera2DFollow : MonoBehaviour
     {
 
         public Transform target;
         public float damping = 1;
         public float lookAheadFactor = 3;
         public float lookAheadReturnSpeed = 0.5f;
         public float lookAheadMoveThreshold = 0.1f;
 
         private float offsetZ;
         private Vector3 lastTargetPosition;
         private Vector3 currentVelocity;
         private Vector3 lookAheadPos;
 
         // Use this for initialization
         private void Start()
         {
             lastTargetPosition = target.position;
             offsetZ = (transform.position - target.position).z;
             transform.parent = null;
         }
 
         // Update is called once per frame
         private void Update()
         {
             if(target == null)
                 return;
 
             // only update lookahead pos if accelerating or changed direction
             float xMoveDelta = (target.position - lastTargetPosition).x;
 
             bool updateLookAheadTarget = Mathf.Abs(xMoveDelta) > lookAheadMoveThreshold;
 
             if (updateLookAheadTarget)
             {
                 lookAheadPos = lookAheadFactor*Vector3.right*Mathf.Sign(xMoveDelta);
             }
             else
             {
                 lookAheadPos = Vector3.MoveTowards(lookAheadPos, Vector3.zero, Time.deltaTime*lookAheadReturnSpeed);
             }
 
             Vector3 aheadTargetPos = target.position + lookAheadPos + Vector3.forward*offsetZ;
             Vector3 newPos = Vector3.SmoothDamp(transform.position, aheadTargetPos, ref currentVelocity, damping);
 
             newPos = new Vector3(Mathf.Clamp(newPos.x, 1.24f, 56.1f), newPos.y, newPos.z);
             transform.position = newPos;
 
             lastTargetPosition = target.position;
         }
     }
 }

I want the camera to be higher in the scene by 0.1 units. To increase this, I changed :

                 newPos = new Vector3(Mathf.Clamp(newPos.x, 1.24f, 56.1f), newPos.y, newPos.z);
                 transform.position = newPos;

To this :

                 newPos = new Vector3(Mathf.Clamp(newPos.x, 1.24f, 56.1f), newPos.y + 0.1f, newPos.z);
                 transform.position = newPos;

For some reason, when I do this the camera starts shaking up and down as seen in this video : https://www.youtube.com/watch?v=6W6G-CUT6-A

Oddly enough, it only starts shaking after the unity editor has been open on my pc for a day or so. Why is this happening? is there an alternative to increasing the height of my camera?

HELP APPRECIATED :)

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Answer by CardboardComputers · Jul 12, 2016 at 11:47 AM

In setting the Camera y position to (newPos.y + 0.1f), you are moving the Camera above the target position of the Vector3.SmoothDamp. Thus, the second time you arrive at

 Vector3 newPos = Vector3.SmoothDamp(transform.position, aheadTargetPos, /*...*/);

transform.position is aheadTargetPos + 0.1y, so Vector3.SmoothDamp tries to push the Camera down smoothly. If in that frame newPos is between the elevated Camera position and aheadTargetPos, and you add 0.1y to newPos, then the Camera is now above your desired elevated position. This basically causes something of an oscillating movement, with the +0.1y and the Vector3.SmoothDamp trying to counteract each other. Instead of adding 0.1y to newPos, try adding 0.1y to aheadTargetPos so that Vector3.SmoothDamp returns a vector facing directly towards the elevated position.

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