I am working on a full body fps controller like this:
I use a TwoBoneIKContraint (Unity Animation Rigging) that controlls the right hand pos and rot.
I tried moving and rotating the TwoBoneIKContraint target in the LateUpdate with Lerp, Slerp and SmoothDamp but none of them fixed the issue.
RESULT: https://i.imgur.com/7S2qODc.mp4
If you have no idea what’s making it not smooth, we certainly don’t know either, so start your investigation there.
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 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.
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!™
Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.
Do your animations in Update, and your IK and camera corrections in LateUpdate. That should fix the jitter. If both IK and camera corrections are fighting, then set up your script execution ordering to force the camera to be later than the IK.
I tried that but it did not help I just found out that when i set the cinemachine brain update mode to fixed then the jitter disappears but only if the characterController is not moving
Finaly fixed. It was an update priority problem. I just realized that the cinemachinebrain has a Update Method option. I set it to fixed and solved the problem. Thank you.