Character Controller - Rotation not smooth

Hello. I’m using the Unity 3rd Person Character Controller, and added some animations. But I’m having problem making my character rotating smoothly. Sometimes it rotates nice, but sometimes the rotation is slower and like if it has slowdown though framerate is high.

I think it has something to do with the IsGrounded detection or the capsule on character controller, but can’t figure out where is the issue.

Thanks.

// Require a character controller to be attached to the same game object
@script RequireComponent(CharacterController)

public var idleAnimation : AnimationClip;
public var walkAnimation : AnimationClip;
public var runAnimation : AnimationClip;
public var jumpPoseAnimation : AnimationClip;
public var jumpAirAnimation : AnimationClip;
public var jumpLandAnimation : AnimationClip;
public var runJumpAnimation : AnimationClip;

public var walkMaxAnimationSpeed : float = 0.75;
public var trotMaxAnimationSpeed : float = 1.0;
public var runMaxAnimationSpeed : float = 1.0;
public var jumpAnimationSpeed : float = 1.15;
public var jumpAirAnimationSpeed : float = 1.0;
public var landAnimationSpeed : float = 1.0;
public var runJumpAnimationSpeed : float = 1.0;

private var _animation : Animation;

enum CharacterState {
	Idle = 0,
	Walking = 1,
	Trotting = 2,
	Running = 3,
	Jumping = 4,
}

private var _characterState : CharacterState;

// The speed when walking
var walkSpeed = 2.0;
// after trotAfterSeconds of walking we trot with trotSpeed
var trotSpeed = 4.0;
// when pressing "Fire3" button (cmd) we start running
var runSpeed = 6.0;

var inAirControlAcceleration = 3.0;

// How high do we jump when pressing jump and letting go immediately
var jumpHeight = 0.5;

// The gravity for the character
var gravity = 20.0;
// The gravity in controlled descent mode
var speedSmoothing = 50.0;
var rotateSpeed = 500.0;
var trotAfterSeconds = 3.0;

var canJump = true;
var isGrounded : boolean;
var airJump : boolean;
var playLand : boolean;
var freezeJump : boolean;
var spawn : Transform[];
static var area : int;
static var gameOver : boolean;

private var jumpRepeatTime = 1.1;
private var jumpTimeout = 0.15;
private var groundedTimeout = 0.25;

// The camera doesnt start following the target immediately but waits for a split second to avoid too much waving around.
private var lockCameraTimer = 0.0;

// The current move direction in x-z
private var moveDirection = Vector3.zero;
// The current vertical speed
private var verticalSpeed = 0.0;
// The current x-z move speed
private var moveSpeed = 0.0;

// The last collision flags returned from controller.Move
private var collisionFlags : CollisionFlags; 

// Are we jumping? (Initiated with jump button and not grounded yet)
private var jumping = false;
private var jumpingReachedApex = false;

// Are we moving backwards (This locks the camera to not do a 180 degree spin)
private var movingBack = false;
// Is the user pressing any keys?
private var isMoving = false;
// When did the user start walking (Used for going into trot after a while)
private var walkTimeStart = 0.0;
// Last time the jump button was clicked down
private var lastJumpButtonTime = -10.0;
// Last time we performed a jump
private var lastJumpTime = -1.0;


// the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
private var lastJumpStartHeight = 0.0;


private var inAirVelocity = Vector3.zero;

private var lastGroundedTime = 0.0;


private var isControllable = true;

function Awake ()
{
	moveDirection = transform.TransformDirection(Vector3.forward);
	
	_animation = GetComponent(Animation);
	if(!_animation)
		Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird.");
	
	
	if(!idleAnimation) {
		_animation = null;
		Debug.Log("No idle animation found. Turning off animations.");
	}
	if(!walkAnimation) {
		_animation = null;
		Debug.Log("No walk animation found. Turning off animations.");
	}
	if(!runAnimation) {
		_animation = null;
		Debug.Log("No run animation found. Turning off animations.");
	}
	if(!jumpPoseAnimation && canJump) {
		_animation = null;
		Debug.Log("No jump animation found and the character has canJump enabled. Turning off animations.");
	}
			
}

function Start () {

	area = 0;
	
}

function UpdateSmoothedMovementDirection ()
{
	var cameraTransform = Camera.main.transform;
	var grounded = IsGrounded();
	
	// Forward vector relative to the camera along the x-z plane	
	var forward = cameraTransform.TransformDirection(Vector3.forward);
	forward.y = 0;
	forward = forward.normalized;

	// Right vector relative to the camera
	// Always orthogonal to the forward vector
	var right = Vector3(forward.z, 0, -forward.x);

	var v = Input.GetAxisRaw("Vertical");
	var h = Input.GetAxisRaw("Horizontal");

	// Are we moving backwards or looking backwards
	if (v < -0.2)
		movingBack = true;
	else
		movingBack = false;
	
	var wasMoving = isMoving;
	isMoving = Mathf.Abs (h) > 0.1 || Mathf.Abs (v) > 0.1;
		
	// Target direction relative to the camera
	var targetDirection = h * right + v * forward;
	
	// Grounded controls
	if (grounded)
	{
		// Lock camera for short period when transitioning moving & standing still
		lockCameraTimer += Time.deltaTime;
		if (isMoving != wasMoving)
			lockCameraTimer = 0.0;

		// We store speed and direction seperately,
		// so that when the character stands still we still have a valid forward direction
		// moveDirection is always normalized, and we only update it if there is user input.
		if (targetDirection != Vector3.zero)
		{
			/*
			// If we are really slow, just snap to the target direction
			if (moveSpeed < walkSpeed * 0.9 && grounded)
			{
				moveDirection = targetDirection.normalized;
			}
			// Otherwise smoothly turn towards it
			else
			{*/
				moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime,0);
				
				moveDirection = moveDirection.normalized;
			//}
		}
		
		// Smooth the speed based on the current target direction
		var curSmooth = speedSmoothing * Time.deltaTime;
		
		// Choose target speed
		//* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
		var targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0);
	
		_characterState = CharacterState.Idle;
		
		// Pick speed modifier
		if (Input.GetKey (KeyCode.LeftShift) || Input.GetKey ("joystick button 4"))
		{
			targetSpeed *= runSpeed;
			_characterState = CharacterState.Running;			
		}
		else if (Time.time - trotAfterSeconds > walkTimeStart)
		{
			targetSpeed *= trotSpeed;
			_characterState = CharacterState.Trotting;
		}
		else
		{
			targetSpeed *= walkSpeed;
			_characterState = CharacterState.Walking;
		}
		
		moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
		
		// Reset walk time start when we slow down
		if (moveSpeed < walkSpeed * 0.3)
			walkTimeStart = Time.time;
	}
	// In air controls
	else
	{
		// Lock camera while in air
		if (jumping)
			lockCameraTimer = 0.0;

		if (isMoving)
			inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
	}
	

		
}


function ApplyJumping ()
{
	// Prevent jumping too fast after each other
	if (lastJumpTime + jumpRepeatTime > Time.time)
		return;

	if (IsGrounded()) {
		// Jump
		// - Only when pressing the button down
		// - With a timeout so you can press the button slightly before landing		
		if (canJump && Time.time < lastJumpButtonTime + jumpTimeout && freezeJump == false) {
			verticalSpeed = CalculateJumpVerticalSpeed (jumpHeight);
			SendMessage("DidJump", SendMessageOptions.DontRequireReceiver);
		}
	}
}


function ApplyGravity ()
{
	if (isControllable)	// don't move player at all if not controllable.
	{
		// Apply gravity
		var jumpButton = Input.GetButton("Jump");
		
		
		// When we reach the apex of the jump we send out a message
		if (jumping && !jumpingReachedApex && verticalSpeed <= 0.0)
		{
			jumpingReachedApex = true;
			SendMessage("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);
		}
	
		if (IsGrounded ())
			verticalSpeed = 0.0;
		else
			verticalSpeed -= gravity * Time.deltaTime;
	}
}

function CalculateJumpVerticalSpeed (targetJumpHeight : float)
{
	// From the jump height and gravity we deduce the upwards speed 
	// for the character to reach at the apex.
	return Mathf.Sqrt(2 * targetJumpHeight * gravity);
}

function DidJump ()
{
	jumping = true;
	jumpingReachedApex = false;
	lastJumpTime = Time.time;
	lastJumpStartHeight = transform.position.y;
	lastJumpButtonTime = -10;
	
	_characterState = CharacterState.Jumping;
}

function FixedUpdate () {
	if (Physics.Raycast(transform.position, -transform.up, collider.height/2 + collider.height/2)) 
		isGrounded = true;	
	else
		isGrounded = false;
		
	if (Physics.Raycast(transform.position, -transform.up, collider.height/2 + 2))
		airJump = true;
	else
		airJump = false;
		
	if (Physics.Raycast(transform.position, transform.forward, collider.height-collider.height + 0.1))
		freezeJump = true;
	else
		freezeJump = false;		
		
}

function Update() {

	if (gameOver == true)
		Respawn();		
	
	if (!isControllable)
	{
		// kill all inputs if not controllable.
		Input.ResetInputAxes();
	}

	if (Input.GetButtonDown ("Jump"))
	{
		lastJumpButtonTime = Time.time;
	}

	UpdateSmoothedMovementDirection();
	
	// Apply gravity
	// - extra power jump modifies gravity
	// - controlledDescent mode modifies gravity
	ApplyGravity ();

	// Apply jumping logic
	ApplyJumping ();
	
	// Calculate actual motion
	var movement = moveDirection * moveSpeed + Vector3 (0, verticalSpeed, 0) + inAirVelocity;
	movement *= Time.deltaTime;
	
	// Move the controller
	var controller : CharacterController = GetComponent(CharacterController);
	collisionFlags = controller.Move(movement);
	
	// ANIMATION sector
	if(_animation) {
		if (playLand == true && IsGrounded()) {
				_animation[jumpLandAnimation.name].speed = landAnimationSpeed;
				_animation[jumpLandAnimation.name].wrapMode = WrapMode.Loop;
				_animation.CrossFade(jumpLandAnimation.name);
				stopLand();
			}		
	
		if(_characterState == CharacterState.Jumping) 
		{	
			if (airJump == true) {
				if (Input.GetKey (KeyCode.LeftShift) || Input.GetKey ("joystick button 4")) {
				_animation[runJumpAnimation.name].speed = runJumpAnimationSpeed;
				_animation[runJumpAnimation.name].wrapMode = WrapMode.Once;
				_animation.CrossFade(runJumpAnimation.name);
				}	
				else {				
				_animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed;
				_animation[jumpPoseAnimation.name].wrapMode = WrapMode.Once;
				_animation.CrossFade(jumpPoseAnimation.name);
				}
			}
			
			else {
				if(!jumpingReachedApex) {
					if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey ("joystick button 4")) {
					_animation[runJumpAnimation.name].speed = runJumpAnimationSpeed;
					_animation[runJumpAnimation.name].wrapMode = WrapMode.Once;
					_animation.CrossFade(runJumpAnimation.name);
					}	
					else {				
					_animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed;
					_animation[jumpPoseAnimation.name].wrapMode = WrapMode.Once;
					_animation.CrossFade(jumpPoseAnimation.name);
					}
				}
				else {
				playLand = true;
				_animation[jumpAirAnimation.name].speed = jumpAirAnimationSpeed;
				_animation[jumpAirAnimation.name].wrapMode = WrapMode.Loop;
				_animation.CrossFade(jumpAirAnimation.name);
				}
				
			}				
			
		} 		
		
		else 
		{
			if (isGrounded == true && playLand == false){
									
				if(controller.velocity.sqrMagnitude < 0.1) {
					_animation.CrossFade(idleAnimation.name);
				}
					else 
					{
						if(_characterState == CharacterState.Running) {
							_animation[runAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, runMaxAnimationSpeed);
							_animation.CrossFade(runAnimation.name);	
						}
						else if(_characterState == CharacterState.Trotting) {
							_animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, trotMaxAnimationSpeed);
							_animation.CrossFade(walkAnimation.name);	
						}
						else if(_characterState == CharacterState.Walking) {
							_animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, walkMaxAnimationSpeed);
							_animation.CrossFade(walkAnimation.name);	
						}
							
					}
			}			
			
			if (isGrounded == false) {
				if (airJump == false){
				playLand = true;				
				_animation[jumpAirAnimation.name].speed = jumpAirAnimationSpeed;
				_animation[jumpAirAnimation.name].wrapMode = WrapMode.Loop;
				_animation.CrossFade(jumpAirAnimation.name);
				}				
			}
		}		
		
	}
	// ANIMATION sector
	
	// Set rotation to the move direction
	if (IsGrounded())
	{
		
		transform.rotation = Quaternion.LookRotation(moveDirection);
			
	}	
	else
	{
		var xzMove = movement;
		xzMove.y = 0;
		if (xzMove.sqrMagnitude > 0.001)
		{
			transform.rotation = Quaternion.LookRotation(xzMove);
		}
	}	
	
	// We are in jump mode but just became grounded
	if (IsGrounded())
	{		
		lastGroundedTime = Time.time;
		inAirVelocity = Vector3.zero;
		if (jumping)
		{								
			jumping = false;
			SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);
		}
	}
}


function OnControllerColliderHit (hit : ControllerColliderHit )
{
//	Debug.DrawRay(hit.point, hit.normal);
	if (hit.moveDirection.y > 0.01) 
		return;	
}

function GetSpeed () {
	return moveSpeed;
}

function IsJumping () {	
	return jumping;
}

function IsGrounded () {
	return (collisionFlags & CollisionFlags.CollidedBelow) != 0;
}

function GetDirection () {
	return moveDirection;
}

function IsMovingBackwards () {
	return movingBack;
}

function GetLockCameraTimer () 
{
	return lockCameraTimer;
}

function IsMoving ()  : boolean
{
	return Mathf.Abs(Input.GetAxisRaw("Vertical")) + Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0.5;
}

function HasJumpReachedApex ()
{
	return jumpingReachedApex;
}

function IsGroundedWithTimeout ()
{
	return lastGroundedTime + groundedTimeout > Time.time;
}

function Reset ()
{
	gameObject.tag = "Player";
}

function stopLand(){
	yield WaitForSeconds(0.25);
	playLand = false;
}

function Respawn() {

	yield WaitForSeconds(3);
	transform.position = spawn[area].position;
	gameOver = false;
}

Ok, I got it rotating smooth now by changing the default IsGrounded detection function for Raycast, instead of CollisionFlags:

function IsGrounded () {
	return (Physics.Raycast(transform.position+Vector3(0,0,0), -transform.up, hit, 0.05f));
}

Now I just need to make some layers to prevent Raycast from hitting trigger colliders.

Solved the problem changing the value of grounded variable for isGrounded (fixedupdate raycast) instead of IsGrounded() (collisionflags function).

function UpdateSmoothedMovementDirection ()
    {
        var cameraTransform = Camera.main.transform;
        var grounded = isGrounded;
    ...