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Question by Slash12340 · May 12, 2020 at 01:19 PM · time.deltatimejitter

time.deltatime makes camera jitter

As stated above, when I use time.deltatime in my first-person camera controller script, it makes the camera jitter very badly, but when I take it out, the camera works fine.

Of course, I want to keep time.deltatime in the script to avoid fps issues.

This problem only occurs on the new version of unity (2019.3.13f1). When I create a new project on older versions of unity and use the same script on a new object, the script works perfectly fine. It also works when I restart unity but if I edit the script, the camera starts to jitter again.

And this only seems to happen in the editor. When I build and run the game, the problem is gone.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class fpsController : MonoBehaviour
 {
     public Transform playerTF;
     public Rigidbody playerRB;
 
     public float sens = 5;
 
     float xRotation = 0f;
 
     private void Start()
     {
         Cursor.lockState = CursorLockMode.Locked;
     }
 
     private void FixedUpdate()
     {
         float mouseX = Input.GetAxis("Mouse X") * sens * Time.deltaTime;
         float mouseY = Input.GetAxis("Mouse Y") * sens * Time.deltaTime;
 
         xRotation -= mouseY;
         xRotation = Mathf.Clamp(xRotation, -90f, 90f);
 
         transform.localRotation = Quaternion.Euler(xRotation, 0, 0);
         playerTF.Rotate(Vector3.up, mouseX);
     }
 }


Thanks in advance.

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Answer by Slash12340 · May 12, 2020 at 02:23 PM

I figured it out.

The problem was caused by my frame rate. The camera lagged when the fps dropped below 30fps. So I locked the fps to 300 and it fixed the problem.

 Application.targetFrameRate = 300;

My pc keeps dropping to 30fps for some reason which kept causing the camera to lag.

This doesn't happen on older versions of unity though. Might be some optimization error.

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