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Question by Josh707 · Sep 08, 2012 at 12:49 AM · parentchildlagshake

Child object lags/shakes when moving parent

I have a character setup with a separate head mesh which I can show/hide depending on 3rd/1st person. It's setup as a GameObject with the head and body mesh both parented to that, and I have locomotion working on the legs. When My character walks, the head mesh and parented camera (by that I mean the camera is parented to the GameObject as well) both wiggle around and shake, and when he steps a leg up, the head mesh raises. Why is this? The head mesh doesn't have a Skinned Mesh Renderer component, it has a mesh filter (doesn't have cast/recieve shadows). Is that a problem?

What else could the issue be? I don't want to have to attach the head to the body because then I can't have first and third person for my character.

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avatar image reptilebeats · Sep 08, 2012 at 01:25 AM 0
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maybe the colliders are touching, for instance if the head collider is to big and keeps trying to push of the body collider but there is a constraint in place making it shake. are these colliders set to ignore each other in the collision matrix

avatar image d112570 · May 16, 2014 at 01:30 PM 0
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I concure, had the same problem with colliders overlapping each other, It would also shake if it is out of bounce, meaning more then the fpu (Floating point unit) can handle like if the object if 40000 from center it would also shake, but I don't think you have that problem.

avatar image Josh707 · May 17, 2014 at 01:30 AM 0
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Hmm, the project is gone now but I wouldn't be surprised if colliders were the problem, I didn't really know what I was doing at the time. Thanks for the answers though!

avatar image JotaRata · Jan 13, 2015 at 01:29 AM 0
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same problem

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