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Question by mambo_2 · Jul 27, 2015 at 10:38 AM · cameraphysicscamera-movement

Camera smooth follow jitters

As states in my question's title, I have a custom camera follow script which I use in my 2D platformer, the problem is the camera keeps jittering I tried all sorts of changes but nothing seems to work, I move my character by settings it's velocity directly inside FixedUpdate I linked the code below, any help would be appreciated.

Camera Follow inside LateUpdate :

  void ControlCameraPosition()
     {
 
        // Vector3 startPos = transform.position;
 
         if(followX)
         {
             xMove = Mathf.SmoothDamp(transform.position.x, target.position.x + offsetX, ref VelocityRef.x, xDamp);
         }
         else
         {
             xMove = transform.position.x;
         }
         
 
         if(followY)
         {
             yMove = Mathf.SmoothDamp(transform.position.y, target.position.y + offsetY, ref VelocityRef.y, yDamp);
         }
         else
         {
             yMove = Mathf.SmoothStep(transform.position.y, (zoomedOutSize - startCamSize) + cameraStartPosition.y, yDamp);
         }
 
 
         if (GameStateManager.currentState == GameStateManager.GameStates.Winning || GameStateManager.currentState == GameStateManager.GameStates.Won)
         {
             xMove = Mathf.SmoothDamp(transform.position.x, cam.rect.width / 2 + target.position.x, ref VelocityRef.x, 0.5f);
             yMove = Mathf.SmoothDamp(transform.position.y, cam.rect.height / 2 + target.position.y, ref VelocityRef.y, 0.5f);
         }
 
         transform.position = new Vector3(xMove, yMove, 0);
 
         //Debug.Log(transform.position.x - startPos.x);
     }



Character movement inside FixedUpdate :

   if (controlVelocity && CharacterRigid.velocity.x != xSpeed)
             CharacterRigid.velocity = new Vector2(xSpeed, CharacterRigid.velocity.y);





Thank you.

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