Everyone,
I am trying to move from the top of the world to the end. It helpful hints on how to remove sight jitter. The sprite is just a simple rectangle.
I tried AddForce- Setting application fps -turning vsync off.
Below is my script. Once I get over these little bugs I will contribute back but still a Noob learning.
public class moveBlock : MonoBehaviour {
public int blockSpeed = -3;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
void FixedUpdate(){
transform.Translate (0, Time.fixedDeltaTime * (blockSpeed),0);
if (transform.position.y < -20)
Destroy (gameObject);
}
}
Could the issue possibly be the camera jittering instead of the rectangle?

Thanks for the reply. Here is my camera setup.
You shouldn’t be moving with transform.Translate in the FixedUpdate() function. FixedUpdate can be called multiple times per frame (or can skip frames entirely) making your movement out of sync with your rendering. If you have a Rigidbody on your rectangle, move using rigidbody2D.MovePosition() instead. The physics step will calculate how far to move to keep your motion in sync. In short, if you’re using a Rigidbody2D, use rigidbody2D.MovePosition() inside of FixedUpdate(). If you’re not using Unity’s physics, use transform.Translate, but do it in the Update() function to keep it in sync with your rendering.
I removed the rigidbody2d from the prefab and used transform.translate only in the update method. Does anyone have a smooth movement script that I can test for a block moving down or any other suggestions.
public class moveBlock : MonoBehaviour {
public float blockSpeed = -1f;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update(){
transform.Translate (0, Time.deltaTime * (blockSpeed),0);
}
}
Update,
I changed everything back to the update method and still Jitter. I did moved my project to my mac and created a Build for IOS and no build so it must be a pc issue.