1. Help us improve the editor usability and artist workflows. Join our discussion to provide your feedback.
    Dismiss Notice
  2. We're looking for feedback on Unity Starter Kits! Let us know what you’d like.
    Dismiss Notice
  3. We’re giving 2017.1 beta testers a chance to win t-shirts and a Nintendo Switch. Read more on the blog.
    Dismiss Notice
  4. Unity 2017.1 beta is now available for download.
    Dismiss Notice
  5. Unity 5.6 is now released.
    Dismiss Notice
  6. Get further faster with the Unity Plus Accelerator Pack, free for new Unity Plus subscribers for a limited time. Click here for more details.
    Dismiss Notice
  7. Check out all the fixes for 5.6 on the patch releases page.
    Dismiss Notice
  8. Learn how you'll soon be able to publish your games to China in four simple steps with Xiaomi. Sign up now for early access.
    Dismiss Notice

Smooth MouseLook/CharacterController for FPS (once again)

Discussion in 'Scripting' started by iddqd, Apr 28, 2012.

  1. iddqd

    iddqd

    Joined:
    Apr 14, 2012
    Posts:
    248
    hi there.

    So I've read through all the Smooth MouseLook threads here and at Unity answers and have to say that none of the solutions (using FixedUpdate and/or using frames averaging) give a really smooth mouse such as a shooter like QuakeLive.

    Try this test, circle strafe around an object (so basically walk sideways around a cube, while continuously looking at it). You will see a jitter in the edges of the cube.

    But the problem seems to be in the CharacterController because here's how you can get very smooth movement: In the Inspector, set the CharacterMotor Script to NOT use fixedUpdate, ahh, beatiful now, so smooth...I thought that would be the solution, now both the CharacterController and MouseLook use Update. But a new problem arrived, if I shoot a rigidbody projectile and walk at the same time, the projectiles are now jittery.

    So, has anybody every gotten a really smooth movement out of Unity for an FPS or does anybody know why the projectiles are jittery when not using FixedUpdate?

    Any hints are greatly appreciated!
    Thanks:D