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Question by firebird127 · Jan 09 at 06:15 AM · movementrigidbodycamera-movementcamera-lookjitter

Rigidbody FPS Controller Camera Jitter (Cinemachine)

Hey guys, I have look at countless posts but haven't been able to find a solution to my issue. If anyone could help or direct me somewhere, it would be greatly appreciated. Im currently working on a rigidbody fps controller. It works fine when moving or looking independently, however, there is a slight jitter when moving and rotating at the same time.


A little bit about my controller:

  • Input is collected in Update on "Player" Gameobject

  • Rigidbody rotation (yaw) is handled in Update on "Body" Gameobject

  • The "Camera Anchor" rotation (pitch) is handled in Update as child of "Body" Gameobject

  • Rigidbody movement is handled in Fixed Update on "Body" Gameobject

  • Rigidbody is set to Interpolate

  • The CM Virtual camera on "Camera" Gameobject is set to follow and aim at "Camera Anchor" using LateUpdate


My hierarchy: player hierarchy


Cinemachine Settings alt text


My Look Functions: Handled in Update

 void SmoothRotation() 
     {
         lookInputs *= lookResistance * d;
     }
 
     void RotatePitch() 
     {
         // y rotation
         float localX = (cameraAnchor.localEulerAngles.x > 180) ? cameraAnchor.localEulerAngles.x - 360f : cameraAnchor.localEulerAngles.x;
         float yRot = localX - lookInputs.y;
         yRot = Mathf.Clamp(yRot, -90, 90);
         cameraAnchor.localRotation = Quaternion.Euler(yRot, 0, 0);
     }
 
     void RotateYaw() 
     {
         // x rotation
         float xRot = rb.rotation.eulerAngles.y + lookInputs.x;
         rb.rotation = Quaternion.Euler(0, xRot, 0);
     }


My Movement Function: Handled in FixedUpdate

 void TryMove()
     {
         Vector3 direction = (moveInputs.y * transform.forward + moveInputs.x * transform.right).normalized;
 
         // ground
         if (grounded)
             Move(direction);
 
         // air
         else
         {
             AirMove(direction);
         }
     }
 
     void Move(Vector3 direction)
     {
         direction = Vector3.ProjectOnPlane(direction, normal); // project onto normal
         Vector3 velocity = currSpeed * direction;
         Debug.DrawLine(transform.position, transform.position + velocity, Color.magenta);
         rb.velocity = Vector3.Lerp(rb.velocity, velocity, groundAccelleration * 100 * d);
     }
 
     void AirMove(Vector3 direction)
     {
         float speed = Vector3.Dot(rb.velocity, direction);
         speed = Mathf.Clamp(currSpeed - speed, 0, airAccelleration) * 100 * d;
         Vector3 velocity = rb.velocity + (speed * direction);
 
         rb.velocity = velocity;
     }


After researching, i don't know what could be causing the issue. My rigidobody is interpolating, physics is handled in fixed update, and the CM camera is updating in late update. I have noticed that adding camera dampening reduces this jitter, however i want the controller to feel snappy so this solution is not ideal. Thank you for your time!


cinemachine-settings.png (86.4 kB)
hierarchy.png (9.1 kB)
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