Camera shake when on moving platform.

Guys,

Not sure if this post should be here or in the scripting forum section? Never mind, anyway…

Ok so I have a super simple scene to explain the theory consisting of the following:

  • a camera with standard FPS scripts (mlook, FPS input controller)
  • 2 boxes, 1 static and one moving

I have the moving platform check box enabled in the Character Motor script which allows me jump on and remain on the moving platform BUT I get this camera shaking/vibrating going on?

It looks as if the character controller is kind of lagging 1 frame behind the moving object. Strangley though other objects in the scene dont shake, just the platform the player is riding.

I have tried many of the scripting approaches mentioned in the posts on here, of parenting to the player to the moving platform, none of which give acceptable results. However some did allow me to ride the platform “smoothly” but had other issue which made them unsuitable.

The character motor approach functions great but insists on giving me this “bumpy ride” effect.

Has anyone else had similar issues and/or workaround? It seems a bit rediculus that this new feature has this serious drawback? Or am i being completly stupid here?

I have spent 3 days now trying to get this to work, i have a dealine for this project next week and this issue is causing me serious trouble, so would MUCH appreciate any help on this one.

Cheers guys

Alex

Ok, So here is a test scene for you gurus.

http://www.slr3d2.webs.com/test/test.html

and an image of my scene…

As you can see its super simple, no funny buisness. Yet the scene still insists on this virbrating effect.

I’ve tried a similar setup on different machines on and still get the same result, leading me to belive this is some kind of bug in the Character Motor script?

Surley this is what the script was designed for? :face_with_spiral_eyes:

I’ve tried every other alternative scripting soloution i can find on the forum but to no avail.This is the fourth day of trying to solve this issue and i’m seriously beginning to contemplate jumping through the window and into the river Tyne.

I cant belive i am the only one to have this issue?

Cheers

Alex

:slight_smile:

How are you moving the platform and what Rigidbody settings do you use for it?

Hi there are no ridgidbodies just a defualt box, animated using the unity animation editor.

Moving colliders should always have a Rigidbody (or alternatively a CharacterCotroller) component! I suggest you read a bit on this page: http://unity3d.com/support/documentation/Manual/Physics.html

Cool, will look into that. Thanks for your time :slight_smile:

Nope still makes no difference.

Still makes a judder.

I’m finding difficult to belive there is no legit solution to a seemingly simple problem :frowning:

So back to my first question: What Rigidbody settings do you use for the moving platform?

You’re very quick to jump to conclusions here! I’ve had the CharacterMotor work fine on moving platforms. But please provide details on your setup, it’s impossible to help without knowing the details. Do you have “animate physics” enabled on your Animation component? Do you have interpolation enabled on the rigidbody? Have you set it to be kinematic?

Yo!

I was just about to say ive tried everything when I realized I never checked the “animate physics” button.

And what do you know…It actually works! Its awesome!

I feel like an idiot, ive litterally spent 4 days on elaborate workarounds, you would not belive how rediculusly complicated some of them were!

Rune this beer is for you mate …

:):):):):):):):slight_smile:

Thanks, I’m glad you finally got it working. :slight_smile: