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Question by andys_-animal_-caring · Jul 03, 2017 at 05:11 PM · 2d-platformerspritescamera-movementglitchingshaking

Camera movement causes 2D sprites to shake/glitch/jitter

Can anyone help me with t$$anonymous$$s problem? My script code is down below:

 public GameObject target;
 public float followAhead;

 private Vector3 targetPosition;

 public float smoot$$anonymous$$ng;

 // Use t$$anonymous$$s for initialization
 void Start () {
     
 }
 
 // Update is called once per frame
 void Update () {
     targetPosition = new Vector3 (target.transform.position.x, transform.position.y, transform.position.z);
 
     if (target.transform.localScale.x > 0f) {
         targetPosition = new Vector3 (targetPosition.x + followAhead, targetPosition.y, targetPosition.z);
     } else {
         targetPosition = new Vector3 (targetPosition.x - followAhead, targetPosition.y, targetPosition.z);
     }
 
     //transform.position = targetPosition;

     transform.position = Vector3.Lerp (transform.position, targetPosition, smoot$$anonymous$$ng * Time.deltaTime);
 }

}

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Answer by merkaba48 · Jul 04, 2017 at 07:32 PM

Are you rendering at a low resolution? If so, you might need to 'fix' the camera position to pixel positions. I've done t$$anonymous$$s in my stuff by parenting the camera to an empty transform, and then moving the transform rather the camera, and then having a script on the camera that snaps it to the nearest pixel.

That way, your transform will always have the 'correct' position, but the camera will only move on the grid.

The camera scrip looks like t$$anonymous$$s,

 public class DiscretePositionFixer : MonoBehaviour
 {
     public float pixPerUnit = 16;

     void LateUpdate()
     {        
         transform.position = new Vector3(
             Mathf.Round(transform.parent.position.x * pixPerUnit) / pixPerUnit,
             Mathf.Round(transform.parent.position.y * pixPerUnit) / pixPerUnit,
             transform.parent.position.z);        
     }
 }

NB. I use LateUpdate to ensure the parent transform has updated its position before the camera 'fixes' itself.

Not sure if t$$anonymous$$s is actually the problem you're having, mind.

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avatar image paatz04 · Mar 12, 2019 at 04:06 AM 0
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But aren't you loosing the smooth follow effect by snapping the camera to the grid ?

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