Best Time settings for perfectly smooth camera movement

What I want to do is very simple. I have a camera and some objects in the scene. I need to move the camera and have a perfect smooth motion (no lag, no jitter, no spike, no hiccup).
What I tried so far:

  • Moved camera in any kind of update function (late, fixed, prerender etc.).
  • To move camera, I tried two ways. 1) Increase X position of camera by deltaTime 2) Increased X position by adding a constant value in every update
  • Played with Application.targetFrameRate
  • Played with TimeManager settings, tried many many different settings.
  • I read ANYTHING I found on the interned related to my problem
  • I minimized the quality settings, everything at the lowest and Vsync is off

Important: My camera does not follow any object and no physics involved.
Many developers do not recognize this problem but most of the unity game involve it and players are unconfortable.

I think the problem is that position update and screen render update are not syncronized well. There might be a solution by TimeManager and targetFrameRate.

I need experienced people’s help because it seems to be calculation issue.
[40732-cameramovement.zip|40732]

If your problem is getting the camera to move and isn’t a framerate issue, you could try lerping the position (Lerp stands for linear interpolation). Unity has many forms of lerping, such as Vector3’s, Quaternions, values (Mathf), Color, and probably more. In your scene, make sure there is a script attached to your camera with this in the update function:

transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * 2f);

Obviously you can change the 2f to be whatever value you want, but Time.deltaTime should stay as it will keep the transition even even when your framerate drops.

I hope this is what you’re looking for. You can see more here.