I’m moving my character on the x-axis. I don’t have any problems with this, but at the same time, the character starts to shake when I try to make the camera move smoothly.
Swerve Code (Its not problem because no flicker when the camera is not moving)
public void Run(Touch touch)
{
moveTransform.localPosition = new Vector3(
moveTransform.localPosition.x + touch.deltaPosition.x * swerveSpeed * Time.fixedDeltaTime, moveTransform.localPosition.y,
moveTransform.localPosition.z);
border.ExecuteAxisX();
}
Note : Note: I used Cinemachine. Flickering starts when X dumping is greater than 0
That’s why I stopped using cinemachine.I wrote the code below
Camera Follow Script
public Transform followObject;
public Vector3 offsett;
public float speed = 1;
private void Start()
{
offsett = followObject.position + transform.position;
}
public bool canMove;
private void FixedUpdate()
{
transform.position = Vector3.MoveTowards(transform.position, followObject.position + offsett, Mathf.Abs(transform.position.x - followObject.position.x)*speed * Time.fixedDeltaTime);
}
Break it up, practice social distancing in your code, one thing per line please.
“Programming is hard enough without making it harder for ourselves.” - angrypenguin on Unity3D forums
“Combining a bunch of stuff into one line always feels satisfying, but it’s always a PITA to debug.” - StarManta on the Unity3D forums
Beyond that… it is time for you to start debugging!
Here is how you can begin your exciting new debugging adventures:
You must find a way to get the information you need in order to reason about what the problem is.
Once you understand what the problem is, you may begin to reason about a solution to the problem.
What is often happening in these cases is one of the following:
the code you think is executing is not actually executing at all
the code is executing far EARLIER or LATER than you think
the code is executing far LESS OFTEN than you think
the code is executing far MORE OFTEN than you think
the code is executing on another GameObject than you think it is
you’re getting an error or warning and you haven’t noticed it in the console window
To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.
Doing this should help you answer these types of questions:
is this code even running? which parts are running? how often does it run? what order does it run in?
what are the names of the GameObjects or Components involved?
what are the values of the variables involved? Are they initialized? Are the values reasonable?
are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)
Knowing this information will help you reason about the behavior you are seeing.
You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);
If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.
You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.
You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.
You could also just display various important quantities in UI Text elements to watch them change as you play the game.
Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer for iOS: How To - Capturing Device Logs on iOS or this answer for Android: How To - Capturing Device Logs on Android
If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.
Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.
Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:
“When in doubt, print it out!™” - Kurt Dekker (and many others)
Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.
Normally, I don’t do the operations in one line. In addition, each class and method has its own specific task. I felt the need to show the codes in this way so that you can see the operations done here. Obviously I did it wrong, sorry for that
In a normal situation, the camera tracking code should be like this.
One of the coolest things about Unity is that you can slap a default cube or default sphere on this thing you are following and watch it in the Scene panel while you play.
The default 3D objects come with colliders… you probably want those removed.