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Question by shugininigor · May 25, 2021 at 08:36 PM · camera3dshakingparkour

Camera Shaking At High Speed

Hello, I am working on my 3D game project, it is a parkour game where there is no limit to velocity. When I ran a couple of tests, I realized that the camera starts to shake if I reached high speed. I tried many solutions but none of them worked. Please help.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerMovement : MonoBehaviour
 {
     [Header("Refrences")]
     public Transform orientation;
     public Transform groundCheck;
     public Rigidbody m_rb;
 
     [Header("Player Movement Settings")]
     public float moveSpeed;
     public bool isGrounded;
     public float jumpForce;
     public float radius;
     public LayerMask groundMask;
     private void FixedUpdate() {
         //Check for ground
         isGrounded = Physics.CheckSphere(groundCheck.position,radius,groundMask);
 
         float x = Input.GetAxisRaw("Horizontal");
         float z = Input.GetAxisRaw("Vertical");
 
         Vector3 moveVec = orientation.right.normalized * x * moveSpeed * Time.deltaTime + orientation.forward * z * moveSpeed * Time.deltaTime;
 
         m_rb.AddForce(moveVec,ForceMode.Impulse);
 
         if(isGrounded){
             m_rb.drag = 7f;
             moveSpeed = 90f;
         }
 
         else if(!isGrounded){
             m_rb.drag = 0f;
             moveSpeed = 10f;
         }
 
         
 
     }
 
     private void Update()
     {
         PlayerJump();
     }
 
 
 
 
     private void OnDrawGizmos() {
         Gizmos.DrawWireSphere(groundCheck.position,radius);
     }
 
     void PlayerJump()
     { //Controls jumping.
         if (Input.GetButtonDown("Jump") && isGrounded == true){
             Vector3 jump = new Vector3(0, jumpForce, 0);
             m_rb.AddForce(0f, 0f, 0f);
             m_rb.AddForce(jump, ForceMode.Impulse);
             isGrounded = false;
         }
     }
 }

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class CameraLook : MonoBehaviour
 {
     [Header("References")]
     [SerializeField] WallRun wallRun;
 
     [SerializeField] private float sensX = 100f;
     [SerializeField] private float sensY = 100f;
 
     [SerializeField] Transform cam = null;
     [SerializeField] Transform orientation = null;
 
     float mouseX;
     float mouseY;
 
     float multiplier = 0.01f;
 
     float xRotation;
     float yRotation;
 
     private void Start()
     {
         Cursor.lockState = CursorLockMode.Locked;
         Cursor.visible = false;
     }
 
     private void LateUpdate()
     {
         mouseX = Input.GetAxisRaw("Mouse X");
         mouseY = Input.GetAxisRaw("Mouse Y");
 
         yRotation += mouseX * sensX * multiplier;
         xRotation -= mouseY * sensY * multiplier;
 
         xRotation = Mathf.Clamp(xRotation, -90f, 90f);
 
         cam.transform.rotation = Quaternion.Euler(xRotation, yRotation, wallRun.tilt);
         orientation.transform.rotation = Quaternion.Euler(0, yRotation, 0);
     }
 
     private void CheckForShooting()
     {
         if (Input.GetMouseButtonDown(0))
         {
             RaycastHit whatIhit;
             if (Physics.Raycast(transform.position, transform.forward, out whatIhit, Mathf.Infinity))
             {
 
             }
         }
     }
 }


I put my code here. I am using RigidBody, Intrerpolate.alt text

image-2021-05-25-204832.png (105.6 kB)
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