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Question by UnityPlum · May 11, 2021 at 05:21 AM · cameraunity5controllercamera-movementshaking

Mouse movement shakes camera.

Before you downvote t$$anonymous$$s, yes, I have looked on all google answers, Vector Lerping is not the answer. And before you say it, float imprecision isn't it either.

I am making a solar system game but for some reason, the player movement isn't working well. I have the physics set up and the planets rotate around the sun, but for some reason, I cannot get the mouse movement working.

Currently, t$$anonymous$$s is what I have.

 yaw += Input.GetAxisRaw ("Mouse X") * 100 / 10 * mouseSensitivityMultiplier;
         pitch -= Input.GetAxisRaw ("Mouse Y") * 100 / 10 * mouseSensitivityMultiplier;
         pitch = Mathf.Clamp (pitch, pitchMinMax.x, pitchMinMax.y);
         float mouseSmoothTime = Mathf.Lerp (0.01f, maxMouseSmoothTime, 0.2f);
         smoothPitch = Mathf.SmoothDampAngle (smoothPitch, pitch, ref pitchSmoothV, mouseSmoothTime);
         float smoothYawOld = smoothYaw;
         smoothYaw = Mathf.SmoothDampAngle (smoothYaw, yaw, ref yawSmoothV, mouseSmoothTime);
         if (!debug_playerFrozen && Time.timeScale > 0) {
             cam.transform.localEulerAngles = Vector3.right * pitch;
             transform.Rotate (Vector3.up * Mathf.DeltaAngle (smoothYawOld, smoothYaw));
         }


I have maxMouseSmoothTime set at 0, (the shaking lasted longer when turned up) T$$anonymous$$s is what it looks like: https://www.youtube.com/watch?v=CvVlm2OuwOM

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Answer by UnityPlum · May 11, 2021 at 02:26 PM

Solution, and I am not sure why it is, but move the function above into FixedUpdate.

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Answer by Koyemsi · May 11, 2021 at 11:28 AM

I have no idea why it is not working the way you want, maybe you should try replacing GetAxisRaw by GetAxis ? I wonder why you multiply your yaw value per 100 before dividing it by 10. Wouldn't it be simpler to multiply per 10 ?

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