Hello,
I am having a weird issue while simply making an object straightly look at a point.
Not sure if I missed something or lack of some understanding about rotations.
I am working on Unity 2017.0.1f3, PC x64.
Here is the problem:
I have a Virtual Camera Transform (I don’t use Cinemachine) on which I call LookAt to another object called Vessel at each LateUpdate.
The Virtual Camera Transform is a child of the Vessel’s Transform and following it exactly from behind, localPosition.X is at 0.
At each frame I put my real camera on the virtual camera transform :
Camera.main.transfrom.position = VirtualCameraTransform.position;
Camera.main.transfrom.rotation= VirtualCameraTransform.rotation;
When I look to the rotation of Virtual Camera Transform on the inspector, the Y on the rotation randomly changes value wether to 180 or -180, while the camera seems stable and all ok.
But this becomes a problem when I interpolate my camera to make it follow another Virtual Camera Transform that is looking at the vessel from the front, there it starts flickering.
I am sure 100% the flickering is caused by the random value change of the Yaxis rotation. Because when I slightly move my VirtualCameraTransforms.localPosition.X to anything different from 0, the Y rotation becomes stable, and there is no more flickering…
Do you have any idea how I can avoid this problem please ? Let me know if you need more details.
Thanks