hi, made a simple script in Unity where the camera is a child of the character, and either in the editor, and also after making a build there a weird jitter, or ’ jumping ’ in the graphics, making the entire game look jittery, and it also causes mild head - ache, or almost motion - sickness, not sure need to enable v-sync, however it sort - of makes the game ugly, or look weird, basically just made a simple controller, and learned Godot a while ago, and the same code doesn’t look jittery, it also causes nearly visible tears in the textures on screen, saw another person saying it might be bec. the camera is a child of the main character, and that it also has a physics simulation . . .
not sure one could see it in a video, or .gif, the #problem is it makes the entire engine look bad, and also causes mild head - ache within a few minutes, and not sure could then sell such a title . . .
I wouldn’t do that, actually. You don’t want the movement of the camera to be so directly tied-in with your character movement. There are two reasons-
1 you want the camera to be relatively stable, otherwise (like you’ve already seen) it will be irritating to look at.
2 If the character does not move relative to the camera, it lessens the visual impact of the player’s movement. THe character will seem slower and less dynamic.
Camera stuff is pretty tricky. I recommend Unity’s free Cinemachine package. It includes a fully-featured camera system that’s fairly easy to set-up and use. https://docs.unity3d.com/Packages/com.unity.cinemachine@2.3/manual/index.html
alright, made a different system, now the camera rig isn’t parented to the player_character entity, or object, however it uses code then to ’ get ’ the position, and then set the position of the camera rig to follow the character, the result is however even worse, not sure you can see the weird jitter, or something is weird . . .

now, there’s this weird ’ jump ', and the code is simple, also clean, it’s almost as if the engine doesn’t execute the entire code for all nodes, or objects in the same frame, if that happened then the camera should simply 100 % have the same position as the character . . .
the animated .gif makes it bit difficult to see, there’s this weird ’ jump ’ where the character is in the air, almost 1 m over the floor, or collision - terrain, it looks weird, or also ’ glitchy ', etc etc . . . .
Chances are , you are not using the correct methods for the correct motions.
Try keeping all your relevent character motion methods in either Update, or FixedUpdate (based on your use of physics etc…)
The camera however, should mostly be moved within LateUpdate. This should reduce the camera twitching and flickering visually.
Your camera is still following the player too closely. It looks like whenever your character gets to a step they just instantaneously pop-up in elevation. If your camera does the same thing then you get a jarring jump where the whole world moves in one frame. You need to implement some kind of camera damping so that the camera does not jump too much at a time.
Also, since the camera and the player are tied together it’s hard to tell which one has a motion problem, if any. Try looking in the scene view to see whats happening from a stationary vantage.
Edit: Also, what Homicide said. Since your camera is following the player so closely, then it’s important that you always update the player’s position first and the camera’s position afterward.
added it all to one script, and made the camera more based on code, over tree - node stuff, and it looks better now, think having all the stuff in one script allows me to decide the order of that logic, also avoid glitches, bit weird it’s no problem in the Godot engine, think also made code in Flax Engine . . .
anyway, it runs now, and has fewer glitches, looks mostly like other engines, not sure it’s also a bug . . .
