- Unity fps camera jitter It is important to have interpolation on to make the scene appear smoother, it’s just the hero character jitters. Here I made a tutorial on how to get smooth first person rotation in Unity3D. r/Unity3D A chip A close button. However, there is a slight wrinkle compared to other answers I’ve researched: the character is currently being moved in 2 ways: 1) with a transform. . I’m a unity beginner making a simple 3D game to practice, and I’ve been having a problem which I assume stems from a CameraController script I have. The physics on a fixed By default, Unity runs at a frame rate of about 60 — this means that in 1 second, you can expect Unity to draw appromixately 60 frames. Currently using physics for movement. My first implementation was very stuttering, and I’ve read that it might be due to having implemented the character and the camera in different updates [ FixedUpdate(), Update() ]. 2. position - transform. The mesh in this script is just the GameObject of SK_Arms_Reload and Orientation is the transform of The reason for the jitter is because in the first panel the camera is rotating in Update, while the player is changing position in FixedUpdate. When I hit record, my jitter issue instantly goes I'm new to unity and trying to learn more about character controllers using rigidbody's as I want a physics based character controller. My first controller was very jittery/stuttering, and after a bit of research, I’ve found out that it might have been cause due to having the character movement in FixedUpdate() and the camera movement in Update(). Hi @Shapefarm The jitter problem comes up quite often. Using Fixed Update both for the Camera Follow and the Player Movement. What I have tried so far: -Change camera position in LateUpdate/FixedUpdate. Hi, I’m having a problem with crouching in an FPS game. Without any Hello. What I mean by this is: When looking around using the mouse, the game runs smoothly, however once I start to use WASD to move my player around, the camera jitters. I have a system of target on screen to indicate quest mark and other but with some jittering since I have install cinemachine The problem : Like you can see, when i’m Hello everyone! Today I opened a recording program called OBS and it lowered my FPS (understandably). ** CTRL + F “TAQ” for The Actual Question-- this is just me trying to be thorough 🙂 I have a script for a 3rd person camera that uses the Character Controller collider. There are spikes in motion. Manuganu) made in unity and has a perfect camera follow, I would think it is impossible. I changed my FPS system into a TPS system with cinemachine. 12 (LTS) So I’m currently making a rigidbody fps controller and I’m getting this jitter that comes in spurts. The 2ms frame was probably Unity’s attempt to compensate for the 31ms frame. I’m using smooth damp to camera follow the player with interpolating rigidbody, but i have a little jitter 1 time per 5 second. While making a first You’ve probably heard this a thousand times, but my player is jittering around when I use pixel perfect camera alongside Cinemachine virtual camera. jdogzbest September 20, 2021, 12:24pm 1. Hello, I am having very annoying issues with my camera. I’ve run multiple instances and even a build to play around with the camera and can’t get it too smooth out and stop jittering. 1f1 to recreate my problem: I have a gameobject which contains: a sprite renderer which renders a 32x32 solid color box a line renderer The transform is moved directly using transform. 13f: private void LateUpdate() { transform. Every Update(), I’m also loading/unloading an I’m currently working on a third-person shooter (TPS) controller in Unity using Cinemachine, animation rigging and a character controller. deltatime in the script to avoid fps issues. 16. deltaTime is if you want to calculate the speed or velocity of the mouse movement. these are not in sync, so you will get jitter. My issue is because I am using a rigidbody player and the camera is attached to the player object I am getting a jitter problem caused from the FixedUpdate compared to using LateUpdate or just Update for mouseLook. Everything is working fine until I try moving my characters in the same direction. putting the camera rotation in FixedUpdate will not really help, as you may then have consecutive frames with identical rotation, which will still cause stuttering. I’m using fishnets client prediction v2, and I’ve encountered some issues regarding jitter and rigidbodies. Translate(Vector3. The player is already interpolated as well. The attached Screenshot shows the Scene. The characters will jitter while moving. It is worse if the framerate is lower, or if there are little frame drops. I update the rigidbody’s velocity in the horizontal direction in FixedUpdate() and then I apply force (my own gravity) in the vertical direction also in the FixedUpdate() method. I have a rigidbody character which is controlled by joystick input, the inputs are received in Update(), the player movement including rotation is done in Hi, I have a problem where the player jitters like crazy when moving sideways but it is smooth when moving forward. After the bug is fixed, you should still leave that setting where it is. In my game I have a camera and I want to have an FPS like rotation attached to this camera. So you have three types of frame really, 1/60, “as fast as you can” and (2/60 - “as fast as you can”). Changing it to Hello, I have made a script, by using the CharacterController component, to control a first person character. deltaTime); } and the framerate is constantly 60 fps. Is there anything else I can do to fix the jitter lag when falling without turning off interpolate ? I can send my player movement or camera script if anyone needs it. 2. That way you know your character has moved already in that frame, and camera moves to match afterwards. I am guessing it is because the camera and how the players movment is reliant on it but i cant figure out how to fix it. (2) Make sure camera follow script is usin Hi everyone, I’ve done a bunch of searching for an answer, and can’t seem to find anything that has helped. It’s not that there are any other variations. 13f1, URP. Ideally you want to move the camera (and player mesh if you will ever see yourself in game) every frame (so in _process, not _physics_process) by estimating the movement since the last physics frame. There is no jitter when looking directly forward or directly left/right while (Video) Unite 2016 - Tools, Tricks and Technologies for Reaching Stutter Free 60 FPS in INSIDE (Video) Brackeys - FIRST PERSON MOVEMENT in Unity - FPS Controller (Video) SpeedTutor - FREE FPS Character Controller for UNITY 2020! (Video) Magic Monk - Unity 2018. ) vSync is off, and the fixed As the title suggest, I’m experiencing some camera jitter when I attempt to rotate the character. Hi! I made a post about this problem of mine before, but got no answers. targetFrameRate. I made a game object in the scene, attached the CharacterController component and the script to it. Anybody have any similar problems or know how to fix it? So I am using a FreeLook camera with update method smart and blend update mode late, I am running my characters movement in Update(). 21f1 personal edition, and I know this simillar problem has been posted here before, but I just can’t find a working fix. When I create a new project on older versions of unity My 2D game is not lagging, but for some reason the entire game world (except the player) is jittering when the player/camera moves. This means that the camera and player are not synced in their movement, and it Because we have 5 physics updates for every 6 screen updates, about 10 times a second we're going to have a frame where the camera moves but the target didn't move. The scripts holds a reference to the Transform of the camera object. The controller is on a GameObject with a Rigidbody and Capsule Collider. So this time, as many suggest, I’ve implemented them both in Update() and although the stuttering is The first person camera is a child of the Rigidbody. I wish something as straightforward as rotating a Rigidbody with the camera So, I’m working on a 3D FPS character controller. Everything happens in FixedUpdate Hello everyone! This is my first tutorial on this channel. zero; private ScaleManipulation For some reason when I run my game the camera which follows the player has a slight jitter to it. I have a cinemachine camera set to follow, but with some testing, this appears more relevant to Unity/ I have read countless posts on this topic but i still cannot resolve my issue. Player will be non the wiser. Preface: I have many years of experience with Unity and am aware of the common pitfalls related to camera animation. (The flickering is stronger for showing purpose) Orthographic Size Rounding Routine (zoomStrength is an integer multiplier, ppu is 200) private float Ok so I tested the floating inaccuracy, and that was the problem being even 500 meters away from the origin creates jitter Place the gun at origin with a second camera and overlay it to your player. I also made the player move in the direction the camera is currently looking at. Ask Question Asked 1 year, 8 months ago. You can watch the video attached below, the sprite jitter very much. When having a fast moving object driven by physics, having a camera closely follow the object leads to intense jittering. also Interpolate is also fine. In the attached video you can see that the camera doesn't really jitter when only moving the rigidbody, but when I start moving the rigidbody and rotating the first-person camera, the camera begins to jitter, giving this strange blur effect on objects. when the player is in motion, grenades which are in motion jitter. deltaTime. GetAxis("Mouse X"), This makes the Player Object jitter a lot in the Unity Editor but only a little on the device. c#; unity-game-engine; Share. the other thing is the camera sort of lags behind the player, which gives it the effect of zooming out when going fast, which I dont want. I think it has something to do with Cinemachine changing between the 3 rigs (Top, Middle, Bottom), and the While our player camera is moving the pixels of the sprites and tiles seem to flicker (like in the example below). velocity is evaluated in the physics loop, while your rotation script is evaluated in the Update loop. rotation = lookRot; my problem is player vertical camera jitter lag when falling. In the documentation it says to turn off interpolation and instead let fishnet handle it, but no matter what I do there is always some jitter involved. Thnx I’m making a thread for this after searching for a few days, mainly because I don’t exactly know what specifically is causing the problem, I only have theories. Here’s a video of the jitter. Anyways, the issue is that occasionally I get these weird jitters when I move my camera. I have spent a couple of hours trying to solve a seemingly trivial problem in an efficient way. GetAxis("Mouse X") * sensitivity; float vertical = Input. My guess is that it has something to do with Unity's input methods for camera axis. Open menu Open navigation Go to Reddit Home. position = player. However, I have a big problem with increasing the height (standing back up): if I I’m working on a FPS game where the player character is a rigidbody and I’m having trouble making the camera function properly. If the player is standing still and throws the grenade, the grenade moves smoothly. I’m very new to the proper way to use cameras. I have been searching for a solution for quite a while now and I have finally decided to post here about it. I am moving an object using character controller, my camera is following it and looking at it that way : transform. So if I move my cursor to the left, Simple FPS camera movement in Unity. Below there’s a picture showing the hierarchy, where Player holds the Rigidbody: While rotating the Rigidbody by its up vector, the camera’s view jitters. Improve this question. I assume this is because they are designed to fix camera jitter with rigidbody movement. What I initially did: Attached the Character Controller to a basic capsule, added a rigidbody, and had no jitter at all The first person camera is a child of the Rigidbody. But, in that case, you would want to divide by Time. Then again a few frames Hello there, Recently I’ve started to play with Unity again, and in my FPS project I’ve been dealing with this for a long while now, just like many others who create dozens of posts in Unity forums about the usual Cinemachine camera jitter when dealing with movement, animating, etc. This problem only occurs on the new version of unity (2019. I’m attempting to make a third and first person perspective on my character and opted to use a transform dubbed ‘Head Controller’ to handle hi I’m using the standard assets FPS controller, I have done nothing to it but make you run faster. That becomes pretty obvious because in your own video you are noticing jitter while moving the character, not altering the camera orientation. 5 thread with all the information. It’s not horrible but becomes very bad when switching to slow motion. The game runs on iOS device with about 40 FPS, but i’ve decided to limit it to 30FPS with Application. The video below (at fullscreen) is representative of what I’m seeing in a standalone build. We have a discussion on it going on in the CM v1. A subreddit for News, Help, Resources, and Conversation regarding Unity, The Game This, try opening the statistics box and see the FPS. The view, however, gets way too violent during a running animation. 3. Using Unity 2017. A subreddit for News, Help, Resources, and Conversation regarding Unity, The Game Engine. 1. rotation and get the input in update but move it during late update. I’ve followed all the usual tips, but I’m still struggling with jitter, so I created a simple test project to try to isolate the issue. Camera jitter in unity when setting position in Update, and setting camera rotation in LateUpdate. I’ve been having this issue for basically the entire time I’ve been working on this project and I would REALLY like to solve this issue. I made an empty gameobject to hold the camera, as well as orientation and camPosition gameobjects for my player. down * 6 * Time. The camera is for my I’m making a 3rd Person Platformer with Cinemachine camera. Nothing happens when I move normally. In the CameraController script I use the following lines to update Camera following Rigidbody2D jitter every few seconds with background (non rigidbody) objects (Obstacles). It’s pretty tiny jitterring and barely noticeable, but it’s there. Hey guys, I was able to clamp my camera rotation for a more realistic FPS effect, although when my player hits the max angle, they are pushed back. If I try to Slerp (or Lerp for that matter) between it’s existing rotation and the Camera’s rotation, significant jitter occurs (Line 47). It Hello, We’re having an issue where during async scene load operations the Cinemachine camera shows some jitter relative to the follow target. void Look() { //Gets the mouse input and multiplies it by the sensitivity float horizontal = Input. 13f1). Here is the script for the camera: using UnityEngine; using UnityEngine. Stay tuned for updates on this one. Follow edited Mar 31, 2015 at 1:10 Moving camera literally cuts FPS in half? 0. when u walk around and move the mouse at the same time the scene “Jitters” and is not smooth, can’t seem to find a fix anywhere thanks. I have written a very simple Rigidbody first-person character controller. 5 with a default light and cam (VR enabled) . (The object jitters, not the camera) Feels like I’ve done everything. I don’t think this has anything to do with animation, and each of the two cameras track the player smoothly. It’s only when switching from one camera to the next that causes a brief jitter. Rotating the camera by its right vector doesn’t cause any jitter. This is because speed = distance / time. When i rotate my player, the player itself turns smoothly but the background does not, there is a noticeable jitter on background objects. I'm having an issue with the cameras in Unity. There’s no rotation at all. My camera is a child of a Cube (_PLAYER), and the cube has a rigidbody on it, which is moved using AddRelativeForce in FixedUpdate. I have a jitter problem with a large-sized model moving at fast speeds when interpolation is enabled for the hero character. This can be called the Update() time step or Main time step. Camera position is updated in LateUpdate and for this reason player will appear jittery and the Use the collider to check for and stop at collisions, use raycasts to test for ground contact and surface types (friction, footsteps). that is probably where Unity was running 59 FPS and the hardware dropped it back to 30 FPS. script below. Unity camera locks rotation. Hot Network Questions Yep that would do it! The crux of the problem is that your player (and camera) move every 1/60 of a sec, while your scene is rendered more frequently. my framerate is 90FPS and my physics timestep is 0. When you frame the camera to it or lock a camera the jitter isn’t noticeable because the camera is jittering with the object and it totally hides it. Unity Discussions Pixel Perfect Camera jittering. position += direction * deltaTime. Thus you can be far away but the gun will not have float issues :) Some FPS games have used that trick. If I didn't know some games(e. Please help me Are you testing with a multiple monitor setup by any chance? Then this is a fairly old issue. Translate(), and a script sets the positions of the line renderer between the transform and mouse point on screen. The third-person perspective is working well, but I’m encountering difficulties setting up a first-person perspective (FPS) camera. Hello everyone ! I checked a lot of existing posts, tried a lot of things but could not figure it out. deltaTime varies so much it is making the camera jitter. g. The jitter only happens when I’m walking around and looking at an object. There are two I rotate the camera using transform. 2 or 0. There are just these spikes. Translate using a speed In my VR FPS, the camera is attached to the players rigidbody, which is moved by physics forces in FixedUpdate(). I tried to provide damping, but it was harder than I thought I could not separate the main locomotion and jitter. Below there's a picture showing the hierarchy, where Player holds the Rigidbody: While rotating the Rigidbody by The issue is not the camera but rather the character movement. deltatime in my first-person camera controller script, it makes the camera jitter very badly, but when I take it out, the camera works fine. Hello, i have a problem with camera jittering. It appears especially when fps is not stable. The script is as follows: public Transform target; public float moveSpeed = 10f; public float offset = -1f; bool startFollowing = false; // Update is Hi there! After going to from Unity 2018. Follow asked Mar 1, 2021 at 17:22. InputSystem; public class CameraFollow : MonoBehaviour { Hello, I’ve made a first-person camera controller script for Rigidbody-based movement. I tried running my players movement in fixed update and doing the same on the camera, the it was only jittery when I jumped, and I noticed that in none of my tries the camera movement speed was the same Hi all i moved the camera used below code with unity version 2021. height in FixedUpdate(), and to crouch the results are OK. 5. I used the scripts found in Unity’s API, and added some rotation lines in order to rotate the camera and the character itself. 4. unity-game-engine; camera; jitter; Share. I assume you don't have interpolation turned on on your rigidbody. The short answer is that Cinemachine doesn’t jitter, your object is jittering. My player update position places in Update method. (This is in 2018. So I installed Recorder from the Package Manager in hopes of playing a recording frame by frame to see the problem. In a nutshell, my character’s movement is jagged/jittery and I’m trying to smooth it out. The Problem: The Movement is not smooth, as it seems like the We would have a few frames where the camera ONLY rotates (since we have to wait for fixedUpdate before movement occurs), then a single frame where the camera both rotates and moves. GetAxisRaw("Mouse X"), I’ve been getting a weird camera jitter when I load my model and view it in GearVR ; for some reason the jitter is less when I turn 180 degrees to see the model behind me, any idea what could be causing this , the model is a fbx from maya ; using unity 5. I guess for now I'll just remove the damping and put some custom damping instead. Before transition to new Unity everything was fine. Questions & Answers. Camera code: I’ve created a simple 2D project in Unity 5. How do The main camera is the child of a "camera" game object which has his transform set (in Update) on a "head" component, Set the camera's transfrom in LateUpdate, not in Update. I am 100% sure it is the Pixel Perfect Camera, here is some evidence: IMmoRTalis_93 January 10, 2022, 11:57pm 2. Camera Rotate with Player Unity 3D. In this test project, I’m moving a sphere in the Update() (without a rigidbody) by doing transform. Hey guys, got a question regarding setting up a FPS camera. For example, if you would be walking in a circular path A similar situation where you might want to include Time. It's not really noticeable on PC, unless I'm looking at the from from 800fps to about 150fps, however on mobile it'll cut the smooth 60fps I'm getting to 20fps on a Nexus 4. Place this code on any camera that moves with mouse movement, but because it uses localEuler, put a pivot under the camera. Because the Time. I’m off of the scripting issues (for now) and onto the collision features of Unity. 0. public Transform Player; public Vector3 offset; public Vector3 offset2; public float duration; private Vector3 velocity = Vector3. This also means that, in the case of our running player character, Unity updates his position roughly 60 times a second. I’m not sure I understand the question. I know that there have been numerous threads about this topic but still i find it difficult to comprehend the whole situation. position; Quaternion lookRot = Quaternion. The problem that I’m facing is that when the player simultaneously moves and looks around, nearby objects seem to be jittering a lot. position); transform. 13f1 to Unity 2019. For smooth camera following of rigidbody gameobjects(1) Set rigidbody "interpolation" property to "interpolate". @jdogzbest I have run I have a camera attached to the head of a FPS character. This causes very noticeable jitter. The camera is overhead looking down, and focuses on a point that is between the two characters, and will zoom in and out depending on how close they are. 21f1 personal edition, and I know Bingo! You hit the jackpot. GetAxis("Mouse Y") * sensitivity; //Variable which keeps track of the rotation of The question relates to camera jitter (camera following the player). I tried parenting the camera to the Player and I tried using a script to make the camera move to the player, but it didn't help. 25 the game jitters all the time. As the title suggest, I’m experiencing some camera jitter when I attempt to rotate the character. Spikes do not occur periodically but randomly. A Camera is a child object of the Rigidbody object. 1. I’ve been adjusting the CharacterController. So, I’m working on a 3D FPS controller. Thanks in advance. It's absolutely devastating. The render thread runs on a variable time step. Of course, I want to keep time. During Update: The controller rotates the camera (vertical) with mouse input and rotates the GameObject (horizontal) Gets the input from the keyboard (WASD) and 375K subscribers in the Unity3D community. It is smooth for a second, but randomly the camera will skip a few degrees in rotation. I think I have isolated this to a I am getting camera jitter when moving from one camera to another (using a simple enable = true in the code). I’ve attached a simple repro project. Long story short, the camera follows the player on the X and I get an issue with my camera when I move my player around in a level. I’m trying to make a basic FPS controller to In this script I tried some fixes from this thread: Character Rotation Camera Jitter (the ones pointed out by MarekNijaki). 01. There is rigidbody player character/vechicle and camera following the player. I am having this issue, where my whole game jitters (Small fast jumps every few seconds). 2 First Person Adventure Game Tutorial 4 - Mouse movement, camera & player rotation Thanks for sharing your settings :) I tried the same settings and the camera does jitter less but now the character looks jittery haha (I tested in the scene view and the character doesn't actually jitter, it just looks jittery in the cinemachine camera). The 2 ms is an as fast as you can render scenario and the 31 ms balances that to the correct average. When the camera moves through any means it seems to cut my FPS in half if not more. Everything work perfectly except one thing. Then, I parented a camera to it, which I’m extremely new to unity, and I’m trying to make a simple character controller with a rigidbody, but my camera movement is so extremely laggy. Here’s my player script: public class PlayerController : MonoBehaviour { I have a pretty basic thirdperson character set up, and for some reason when it is falling, the camera jitters like crazy. My rigidbody has interpolate on and I’ve tried changing the camera transform in Update, FixedUpdate, LateUpdate with and without lerping and none of it has worked without either the camera jittering or lacking behind the rigidbody, Not necessarily a good idea. I’m developing for mobile and trying to limit the framerate to 30 due to performance concerns. On downward motion the camera smoothly falls down as the actual capsule collider is made smaller then quickly floats down. However, when I move and rotate my If you’ve got a player character in your game that derives its movement from a Rigidbody or Rigidbody2D component in Unity, and you write a script to make your camera follow it, you will likely see jittering in your camera So here's my case: I have a RigidBody which I move using AddForce (VelocityChange) to then manually modify its velocity value (only multiply per drag on X and Z) to add resistance and The Camera follows the Player and animated Obstacles are spawning from time to time moving left to right. The second depth camera and the skybox camera appear to momentarily jitter. Heyoo Unity 2022. 13f1 my camera becomes jitter when following the player. I originally thought the problem I was dealing with was specific to the multiplayer solution I’m using, Photon Fusion 2, but upon further investigation and testing, I can’t even get it fixed Hello. So I tried this and it works, ok. So this time, I’ve Implemented them both in Update() and although the jitter is reduced and inconsistent, it is still present. Vector2 mouseVelocity = Vector2. This makes the movement and camera follow perfectly I create new thread with similar problem: FPS Controller through Cinemachine - HOW to avoid SHAKING/JITTER? Cinemachine vCam Tracking to Animator bone (or it’s child) make jitter. AddRelativeForce (so physics) to move the player and that his movements are checked in FixedUpdate. I fixed it by turning interpolate to none on my rigidbody but then it made my game feel horrible and the bullets are super laggy now. Unless render time and physics time by some co-incidence exactly match all the However as soon as I start to do both then there is a jittery in the camera that makes all other objects jitter besides the player. Get app Fixing First Person View Camera Stutter/Jitter Issue Resources/Tutorial Share Add a Hello everyone! I’ve recently gotten back into game dev after a long break, and I’m having some trouble setting up a good first-person Rigidbody-based movement system. Now in working with this problem I have found out that this could have to do with the fact that I use rigidbody2d. I am using Unity’s input system with character controllers. Rotating a Rigidbody FPS player makes objects jitter Unity Engine. The FPS in profiler is fine it is near to 100. Hello, I am using Unity 2019. Unity 3D camera jitter. Skip to main content. So I’ve been trying to solve a jitter issue with moving an objected with a follow camera. Does anyone have any insight on how to keep the player facing up/down without an awkward push back? private void RotateCamera() { Vector2 inputValues = new Vector2 (Input. And camera position change is in LateUpdate. (This code is for a third person platformer) So I have it set so that the camera will always follow the player and translate forward based on the rb. Context: Unity 6 Cinemachine 3+ Cinemachine ThirdPersonFollow, ThirdPersonAim, Aiming to spine bone Hierarchy Animator with Humanoid animations CharacterController + If I simply set the rotation of the FPS Container to match the Camera, no problem, no jitter (Line 46). 🙁 So I decided to try my best to dig into the problem with the help of Google and I think I’ve made some significant progress! 😄 I’ve simplified my I don’t think this issue is related to physics, the ships appears to move smoothly and there is no jitter in the first depth camera as you can see the ship and UI do not jitter. Ask Question Asked 3 years, 9 months ago. Only when both the player and the grenades are in Hi everybody 🙂 I’m doing a 3D game and until now I was using a simple camera in FPS. In the first video it’s just a regular rigidbody being moved with this code when the As stated above, when I use time. My intention, is to have the camera be very snappy, so it should rotate at a fixed pace with barely any Acceleration or Deceleration; the problem i have, is that the camera jitters when moving vertically. The bug does not affect you in that case. However, I noticed that the camera stutters the lower the framerate (it even happens at 60 FPS, just less noticeably). The problem is that if i leave the fixed Timestep to 0. Please help. As I said my Pixel Perfect Camera is making my player jitter when its turned on. And only ruled by transform, no rigitbody applies. @Ivanoo Never use two cameras because it reduces fps to a great extent. I have searched on YouTube for tutorials, but most of them focus on FPS controllers with a Hello. LookRotation(player. The camera has a script on it that rotates the camera up and down based on Even in a very simple scene, camera follow is not good enough. Scale(mouseSensitivity, new Vector2(Input. We use rounding routines that reduces this effect a bit but not completely. Yes, if you continue to drive everything on FixedUpdate, that is your best option. Your camera settings depend on what is going on in your scene. Here is a guide for minimizing camera jitter: All things move in Update or LateUpdate: Follow on the render clock: Use LateUpdate for both Brain settings; All things move in FixedUpdate, no interpolation: Hello again. dqu edho zui xec jipcm zhknayq jhctzfoa wggus fkmxu lmb