I have very basic sprites that i want to move down on the y axis smoothly. I can’t get smooth movement no matter what.
I first tried just subtracting from the transform.position.y value.
I then tried to subtract from the transform.position.y value with a value that is multiplied by time.deltaTime.
I have tried using Update() FixedUpdate(), time.deltaTime, time.fixedTime, .moveTowards, .Lerp.
I have turned VSync off which helped alot but its choppy.
I’ve even tried using rigid bodies with addForce.
Please for my sanity someone tell me how I can get smooth movement. All i want to do is move a flat cube on the y without it being choppy surely this is possible.
By any chance have you tried running the same app in a different device/OS-version? You can also check if the garbage collector is producing spikes, in such case use object pools:
@unimechanic yeah i’ve tired it on various devices and OS and its the same. I can’t understand it. It can be like a drum beat, for example, i could see the choppyiness being spaced out perfectly like a beat.
when it comes to smooth consistent movement I’ve gotten my best results so far using rigidbody forces in fixed updates and playing with my physics timestep values. and max timestep.
I have resorted to drastic measures. All other scripts in the game are turned off. I have three scripts and I’m adding force to the rigid bodies like so,
using UnityEngine;
using System.Collections;
public class test : MonoBehaviour
{
public GameObject TileR1_C1, TileR1_C2, TileR1_C3, TileR1_C4;
void FixedUpdate ()
{
TileR1_C1.rigidbody.AddTorque(0, -50, 0);
TileR1_C2.rigidbody.AddTorque(0, -50, 0);
TileR1_C3.rigidbody.AddTorque(0, -50, 0);
TileR1_C4.rigidbody.AddTorque(0, -50, 0);
}
}
I still get choppy movement. Can anyone see why?
As for the Garbage Collection I have removed all other scripts so it shouldn’t be a problem now, i think.