Jerky movment with NavMesh and Cinemachine Follow Camera

This is always a problem for me with any kind of movement system. I recently converted my RTS style click-to-move boat to use NavMesh and a Nav Agent and I’m experiencing it again.

With a Cinemachine Camera setup to follow my boat, there is jerkyness when the camera tries to follow the boat when it’s moving. I know this is a FixedUpdate / Update / LateUpdate issue (as it always is) but I really don’t have any options that would allow me to fix this it seams.

The setup is as follows :

  • Parent gameobject for the boat has the Nav Agent on it and a Box Collider.
  • Child of that parent has the mesh of the boat on it.
  • Child of that mesh has a projectile on it that is a RigidBody that can shoot when triggered.

So I know it has something to do with the fact that my entire hierarchy is not a RigidBody except that one projectile that is tagging along. The camera follow and the NavMesh must be getting confused.

Any help would be appreciated!

this seems to work for me.

private void Update(){
myAgent.updatePosition = false;
}

private void FixedUpdate(){
myAgent.updatePosition = true;
}

1 Like

Hey did you figure it out yet ? i am facing the same issue

Worked for me too, you are a beast, but why is this?