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Question by Bongmo · May 20, 2017 at 10:52 AM · cameratransformmovingjitter

Object jitters when camera is moving and is in the near?

I've a moving object with dotween:

  // waypoint = new Vector(10,0,0), duration = 2f, delay = 0f
  myTransform.DOMove (waypoint, duration ).SetDelay ( delay ).SetEase ( Ease.Linear );

It's moving from one position to another and then back. It has a rigidbody with interpolate.

I've a camera, which is following the player:

  using System.Collections;
  using System.Collections.Generic;
  using UnityEngine;

  public class SmoothFollow : MonoBehaviour {

 // The target we are following
 public Transform target;
 // The distance in the x-z plane to the target
 public float distance = 10.0f;
 // the height we want the camera to be above the target
 public float height = 5.0f;
 // How much we 
 public float heightDamping = 2.0f;
 public float rotationDamping = 3.0f;

 // Place the script in the Camera-Control group in the component menu
 [AddComponentMenu("Camera-Control/Smooth Follow")]

 void LateUpdate () {
     // Early out if we don't have a target
     if (!target) return;

     // Calculate the current rotation angles
     float wantedRotationAngle = target.eulerAngles.y;
     float wantedHeight = target.position.y + height;

     float currentRotationAngle = transform.eulerAngles.y;
     float currentHeight = transform.position.y;

     // Damp the rotation around the y-axis
     currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);

     // Damp the height
     currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime);

     // Convert the angle into a rotation
     var currentRotation = Quaternion.Euler(0, currentRotationAngle, 0);

     // Set the position of the camera on the x-z plane to:
     // distance meters behind the target
     transform.position = target.position;
     transform.position -= currentRotation * Vector3.forward * distance;

     // Set the height of the camera
     transform.position = new Vector3(transform.position.x,currentHeight,transform.position.z);

     // Always look at the target
     transform.LookAt(target);
 }

}

Now when the game starts the moving object looks good. But when I move with the player beside the moving object there is a little jitter on the moving object. I don't know why?

I changed the player moving from Update() to FixedUpdate(). The jitter still happens.

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