The jerkiness with cameras following rigidbody objects seems to be a consistent issue for me. I fixed the jerkiness for the most part when following the rigidbody by not having any type of smooth follow Lerping. I’m not running across a scenario where I have the camera follow a spline position and aim at the rigidbody for a cinematic sequence, but the issue is if I smooth the position and lock the rotation to look at the character, the character looks stable but the background is jerky. If I smooth the rotation, the background looks stable but the character is jerky. Is there a solution to this? I have my rigidbody character in the fixedupdate function, and the camera in the lateupdate function as has been mentioned in other threads concerning this issue but it’s still a no-go for me.
Thanks!
I ran into a similar situation, and also followed said posts. I’m sure their information is valid however in my case the solution was to place both the rigidbody as well as the camera within fixedupdate.
Only then did i get smooth position following without jitters. It seemed that when i played the camera in lateupdate the results were the same as in regular update (jittery).
Also, if it’s a really slight jitter, i believe something strange is going on within unity, ppl have been commenting towards this pretty often lately. Maybe a bug? It occurs in the most basic transform movement script (you move left = jitter every n’th frame)
Thanks! My solution at the moment is to take the camera out of the Update functions altogether and have a ManualUpdate function which is called at the end of the character movement in FixedUpdate or LateUpdate. Seems to be working now without jerkiness in both Update and FixedUpdate functions, but it’s a pretty hacky solution I think. If I placed both in FixedUpdate, I can’t be sure that the camera is updating after the character movement, so with it manually updated through the character’s FixedUpdate, I know when the camera is updating.