Movement jittering due to mixing of different update types between Animation Rigging and Cinemachine

Im trying to make a TPS game. The movement is done using Simple Move with a Character Controller. Im using Cinemachine Third Person Aim Camera with Late Update for the Blend Update Method and Smart Update for the Update Method on the Cinemachine Brain. The Animator Controller Update Mode is set to Normal with Animate Physics and Root Motion set True. Im using Animation Rigging to Aim the weapon for my Player.

When the player moves It jitters alot and idk why. I did find that setting Blend Update Method for the cinemachine brain to Fixed Update can fix it and it did but another issue came and when ever the player looked(Rotates) around via mouse the weapon being aimed using Animation Rigging started to jitter alot.

I have tried looking solutions for it but I couldnt find any.

Using Fixed Update for Cinemachine Brain (vid)
Using Fixed Update

Using Late Update for Cinemachine Brain (vid)
Using Late Update

I need some advice to fix this issue.

After doing some work(using ChatGPT) i have finally found a solution. To those having this issue what i did was i kept the blend update method to late update and set animate physics to false. This kept the movement smooth however causes the Animation Rigging to jitter alot. To solve this issue I put the Animation rigging in late update.

I had a game object as a child of the player which was used as a reference for the target. Then on the main camera I placed another game object as a child which was set as the actual target for the Animation rigging.

Whenever the player rotated the reference target would rotate with it. When that happened I would take the position of the reference target and set it on the actual target which would happen inside LateUpdate. Basically I would make the actual target follow the reference target in LateUpdate. This made the Animation Rigging smooth when looking around.

I would like some feedback on this.

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