Hello all,
I am making a 2d top down game where the player can rotate the camera around himself as he moves through the world.
Everything works fine when the player is moving around the world the camera follows him fine. if he standing still then the camera rotation also works very well. However as soon as I start to do both then there is a jittery in the camera that makes all other objects jitter besides the player.
Now in working with this problem I have found out that this could have to do with the fact that I use rigidbody2d.AddRelativeForce (so physics) to move the player and that his movements are checked in FixedUpdate.
https://forum.unity3d.com/threads/camera-jitter-problem.115224/ Camera Rotation "Jitterness" (.LookAt) - Questions & Answers - Unity Discussions
I have tried moving my camera rotation and the following scripts to LateUpdate, FixedUpdate, Update you name it. Nothing seems to work. I am sure that there is some sort of delay between movement of the camera and the rotation that is causing this. I am wondering if anyone has any feedback?
Scripts:
To Follow character, script applied to a gameobject that has the camera as a child
public class FollowPlayer : MonoBehaviour {
public Transform lookAt;
public Spawner spawner;
private Transform trans;
public float cameraRot = 3;
private bool smooth = false;
private float smoothSpeed = 30f;
private Vector3 offset = new Vector3(0, 0, -6.5f);
//test
public bool changeUpdate;
private void Start()
{
trans = GetComponent<Transform>();
}
private void FixedUpdate()
{
CameraRotation();
}
private void LateUpdate()
{
following();
}
public void following()
{
Vector3 desiredPosition = lookAt.transform.position + offset;
if (smooth)
{
transform.position = Vector3.Lerp(transform.position, desiredPosition, smoothSpeed);
}
else
{
transform.position = desiredPosition;
}
}
void CameraRotation()
{
if (Input.GetKey("q"))
{
transform.Rotate(0, 0, cameraRot);
}
if (Input.GetKey("e"))
{
transform.Rotate(0, 0, -cameraRot);
}
}
public void SetTarget(string e)
{
lookAt = GameObject.Find(e).GetComponent<Transform>();
}
}
The character Controller, script applied to the Player, is called in FixedUpdate
private void HandleMovement()
{
if (Input.GetKey("w"))
{
rigid.AddRelativeForce(Vector2.up * speed);
}
if (Input.GetKey("s"))
{
rigid.AddRelativeForce(Vector2.down * speed);
}
if (Input.GetKey("a"))
{
if (facingRight)
{
Flip();
}
rigid.AddRelativeForce(Vector2.left * speed);
}
if (Input.GetKey("d"))
{
if (!facingRight)
{
Flip();
}
rigid.AddRelativeForce(new Vector2(1,0) * speed);
}
}
Any Input is appreciated.
Thank you.