Not sure what approach to take with this one … I’m sure someone out there has the answer … I’ve set up a virtual solar system … some of the outer planets are shaking … also starship shaking … not sure if it’s related to the scaling down of objects? … and/or … scaling down of orbit speeds? (using simple rotation scripts)
// Rotator.js
// This script allows you to rotate an object at a fixed rate of speed
var xspeed = 1.0;
var yspeed = 1.0;
var zspeed = 1.0;
function Update() {
// Slowly rotate the object around its target at speed degrees per second.
transform.Rotate(xspeed, yspeed, zspeed);
}
in the above sample some of the orbit speeds range from 0.000146 to 4.29e-05
the below script I’ve been using for cloud maps and I don’t think it’s the culprit …
// Random Rotator.js
// This script allows you to rotate an object at a fixed rate of speed
// make a public variable of t so we can adjust this via the inspector for each game object
var t = 0.1;
function FixedUpdate() {
// Slowly rotate the object around its target at speed degrees per second.
var xspeed = (Random.value);
var yspeed = (Random.value);
var zspeed = (Random.value);
xspeed = xspeed * t;
yspeed = yspeed * t;
zspeed = zspeed * t;
transform.Rotate(xspeed, yspeed, zspeed);
}
or is the shaking more likely to be related to the camera’s? … they’re predominately preset and are using mouse orbit/look scripts …
… any Ideas on how to smooth things over??