Camera is moving strangely

Hey I have the basic Setup for my camera, but I am doing something wrong… the problem is: I don’t know what.

using UnityEngine;
using System.Collections;

public class CameraController : MonoBehaviour {

	public Transform player;
	float xPos;
	float yPos;
	float zPos = -12;

	


	void Start () {
	
		

	}
	
	
	void Update () {
	
		xPos = player.position.x;
		yPos = player.position.y;

		transform.position = new Vector3(xPos, yPos, zPos);
	}
}

The camera is following the Player just as it is supposed to be, but the movement is not smooth. And if the Player is not moved at all, the coordinates for the camer change slightly from “1” for example to “1.06” and back aggain and so on.

I simply don’t understand what the Problem is…

Any Ideas?

Allready fixed it :smiley:

I don’t know what the problem was, but I just made my Camera a Child of the player and now everything is running smoothly…

Maybe this helps out another newbie like me someday :smiley:

I will post the code I used to make the camera follow the player smooothly and without making the camera as a child of the main character (In case you need to perform something different with the camera)

using UnityEngine;
using System.Collections;

public class CameraFollow : MonoBehaviour {
	public float xMargin = 1f;
	public float yMargin = 1f;
	public float xSmooth = 8f; // How smoothly the camera catches up with it's target movement in the x axis.
	public float ySmooth = 8f; // How smoothly the camera catches up with it's target movement in the y axis.

    public float trackingSpeed = 2f;

	private Transform player;

	void Awake ()
	{
        player = GameObject.FindGameObjectWithTag("Player").transform;
	}
    bool CheckXMargin()
    {
        // Returns true if the distance between the camera and the player in the x axis is greater than the x margin.
        return Mathf.Abs(transform.position.x - player.position.x) > xMargin;
    }


    bool CheckYMargin()
    {
        // Returns true if the distance between the camera and the player in the y axis is greater than the y margin.
        return Mathf.Abs(transform.position.y - player.position.y) > yMargin;
    }

	void FixedUpdate ()
	{
        TrackPlayer();
	}

    void TrackPlayer()
    {
        // By default the target x and y coordinates of the camera are it's current x and y coordinates.
        float targetX = transform.position.x;
        float targetY = transform.position.y;

        // If the player has moved beyond the x margin...
        if (CheckXMargin())
            // ... the target x coordinate should be a Lerp between the camera's current x position and the player's current x position.
            targetX = Mathf.Lerp(transform.position.x, player.position.x, xSmooth * Time.deltaTime);

        if (CheckYMargin())
            // ... the target y coordinate should be a Lerp between the camera's current y position and the player's current y position.
            targetY = Mathf.Lerp(transform.position.y, player.position.y, ySmooth * Time.deltaTime);

        transform.position = new Vector3(targetX, targetY, transform.position.z);
    }
}