Background jitter when using Cinemachine and Pixel Perfect Camera

I am experiencing background jitter when using Pixel Perfect Camera with Cinemachine, specifically when the player moves up and down. My background object are children of the Main Camera (if I set them to be children of the Virtual Camera, they move with the player), have 16 pixels per unit and are aligned with the pixel grid.

The jitter doesn’t happen if I remove Pixel Perfect Camera or use Scene view, so I am confident that’s causing the issue.

Here are my camera settings and a video of what happens



Sorry for the delayed reply, I’ve been having trouble receiving notifications.

I’m not convinced that the problem is Cinemachine-related. Can you try this diagnostic experiment, just to see what happens? Disable the CinemachineBrain component, and place the main camera as a direct child of the player, so that it moves purely via the player’s transform. When you do that and run the game, are you still getting background jitter?

No, if I do that it looks just fine.

Cinemachine cause this background jitter for me aswell, but without cinemachine its still jittery, do you move your player with rigidbody or trasnform? im trying to fix this jitter for more then a week but nothing seem to work.

I’m using Rigidbody.velocity

If the background is directly a child of the main camera, then it should move with the main camera. Cinemachine only moves the main camera, it cannot affect the relationship between the camera and its children. So this makes no sense. Is there anything that you forgot to tell me about your setup? Anything that might be touching the transforms of the background objects?

What happens if you disable the PixelPerfect component on the main camera?

After messing around with it more, I figured that either Upscale Render Texture or Pixel Snapping causes the jitter, otherwise it looks normal

What worked for me is turning Blend Update Method to Fixed Update and setting the background’s position to an integer number. Thanks for help