Rigidbody shakes when turned by mouse

Hi everyone, I’m working on my custom rigidbody FPS controller and I’ve faced an issue when I rotate the rigidbody during mouse look. You can see it on the video:

I have a Main Camera that is not parented to my Character and is following the Camera Mount object that is the child of my Character.
6654415--760402--Screenshot 2020-12-23 134335.png

I get all the input from a keyboard and mouse inside the Update() function,

I move and rotate the character inside the FixedUpdate()

rigidbody.velocity = MoveDirection + (Vector3.up * m_velocity);

float yRot = playerCamera.transform.rotation.eulerAngles.y;

fps_Rigidbody.MoveRotation(Quaternion.Euler(0.0f, yRot, 0.0f));

The camera is moved and rotated inside the LateUpdate()

playerCamera.transform.position = cameraMount.position;

playerCamera.transform.rotation = Quaternion.Euler(x, y, 0);

The camera and the environment are moving smooth, but when I look down, my character is shaking while I’m turning. Is there a way to rotate my character smoothly?

Вы решили эту проблему? Сам с неHave you solved this problem? I’ve encountered it myself and can’t find a solution. Interpolation doesn’t help…

I switched to CharacterController.

for those in the future, you must interpolate the world position in the camera in update from the current pos (the one you are smoothing) to the real position that you set in a variable every fixedupdate. this is caused by a discrepancy between fixed time step and update