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Question by nintendo_kid · Oct 06, 2017 at 11:25 PM · c#jitter

Elevator causing Jitter on the way up

Hey guys, I got a problem here. I have an Elevator object designed to travel between two different points up and down for a 2D Platformer. My Character is using a Character Controller to move, and that (according to another answer) is causing the jitter on the elevator when it is going up. He suggested disabling movement when I make contact with the elevator.

Now the problem is this: I need my player to still move when on the elevator in order to jump off, or reach a hidden area. Disabling movement would absolutely kill that, so I need an alternate way of stopping the jitter. The code is listed below:

Character Script:

 using UnityEngine;
 
 public class PlayerMovement : MonoBehaviour
 {
     public float speed = 6.0f;
     public float jumpSpeed = 8.0f;
     public float gravity = 20.0f;
     public float jumpIndex = 0;
 
     Vector2 moveDirection = Vector3.zero;
     CharacterController controller;
 
     void Start ()
     {
         controller = GetComponent<CharacterController>();
     }
 
     void Update()
     {
         if (controller.isGrounded)
         {
             jumpIndex = 0;
             moveDirection = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
             moveDirection = transform.TransformDirection(moveDirection);
             moveDirection *= speed;
 
         }
 
         if (Input.GetKeyDown(KeyCode.Space))
             Jump();
 
         moveDirection.y -= gravity * Time.deltaTime;
         controller.Move(moveDirection * Time.deltaTime);
     }
 
     void Jump ()
     {
         if (!controller.isGrounded && jumpIndex > 1)
             return;
         moveDirection.y = jumpSpeed;
         jumpIndex++;
     }
 }

Elevator Script:

 using UnityEngine;
 
 public class ElevatorScript : MonoBehaviour
 {
     public Transform[] travelPoints;
 
     public float speed = 0.5f;
 
     Transform travelPoint;
     int pointsIndex = 0;
 
     void Update()
     {
         // Checks to see if the array has run out of items to run through
         if (pointsIndex >= travelPoints.Length)
             pointsIndex = 0;
 
         // Sets travel point and smoothly creates a vector to it
         travelPoint = travelPoints[pointsIndex];
         Vector2 smoothedPosition = Vector2.Lerp((Vector2)transform.position, travelPoint.position, speed * Time.deltaTime);
         // Sets smoothed vector to the objects position as a Vector3
         transform.position = (Vector3)smoothedPosition;
         // Double checks to reset the index or not
         if (Vector2.Distance((Vector2)transform.position, travelPoint.position) < 0.5f)
         {
             pointsIndex++;
         }
     }
 }

@megabrobro tagging you for help. Thanks a lot :)

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Answer by ArturoSR · Oct 07, 2017 at 02:50 AM

Hello there, try to use the LateUpdate method instead the Update inside the ElevatorScript.

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avatar image Lili-Shi · Oct 07, 2017 at 12:48 PM 0
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Hmm, I would try using the FixedUpdate method, because that's the one in sync with the physics system.

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Answer by nintendo_kid · Oct 07, 2017 at 10:01 PM

Either way doesn't work: LateUpdate imcreases the jitter and FixedUpdate slightly reduces it. I'm still struggling to try and figure it out

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avatar image Lili-Shi · Oct 09, 2017 at 02:48 PM 0
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Hmm, okay. I'll try to find some time this night to test it for myself. If I do succeed I'll let you know.

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