- I create new thread with similar problem: FPS Controller through Cinemachine - HOW to avoid SHAKING/JITTER?
Cinemachine vCam Tracking to Animator bone (or it’s child) make jitter.
Context:
- Unity 6
- Cinemachine 3+
- Cinemachine ThirdPersonFollow, ThirdPersonAim, Aiming to spine bone
- Hierarchy
- Animator with Humanoid animations
- CharacterController + FirstPersonController script move and rotate object
- tried all Cinemachine Brain Update Methods, always jitter
- tried vCam Standby Update both modes Always and Round Robin
- execution order wasn’t modified
offtopic
- I think Cinemachine need some Validation logic (separate tool or built-in to components warnings and buttons ‘fix’) to prevent this problem on character controllers, there is limited amount of variations:
- character controllers physical base (Transform based, dynamic/kinematic Rigidbody,CharacterController)
- cinemachine update modes (Smart, Late, Fixed)
- vCam target (character root, eye-transform, Animator bone)
- Cinemachine need FPS Samples