What to do when your object is stuttering in Unity?
Try adding some debug logging to make sure the movement code isn’t being called multiple times – if not disable it and make sure no others scripts are moving the object! Directly setting the .position of a moving object per frame will create a lot of stuttering. Moving objects based on frame rate is very important for creating smooth movement.
What causes object to jump when moving in Unity?
(Very important and useful to learn when developing Unity games) Script not taking frame rate into consideration when moving an object without a rigidbody. An object being moved 1 pixel per frame would jump and change speed as the frame rate changes! Position not being lerped or interpolated.
Why does the ball move 10 times slower in Unity?
If the game is running at 10 frames per second (you can never be sure what frame rate you game will be running at on all systems!) then the ball will move 10 pixels in 1 second, meaning it’s moving 10 times slower!
What are the names of the physics objects in Unity?
(You would then set the .position of the transform you wanted to move each time the lerp is updated) Rigidbodies are the names of physics objects in Unity. Attach the rigidbody component and you are given several options for gravity, interpolation and collision.
Why is my camera stuttering in Unity editor?
Try create new game window, outside main unity work space. Separate it. And try build a game, to see, if the stuttering exists. Editor itself can create some lag spikes. I run your camera script and see no issue. Did you run your camera script in editor?
Why does my game stutter when I change frame rate?
Directly setting the .position of a moving object per frame will create a lot of stuttering. Moving objects based on frame rate is very important for creating smooth movement. Otherwise when the frame rate of the game changes, the speed of the objects will also change!
Can a camera stutter in a simple rotation?
The profiler isn’t showing any unusual spikes during the stutter and the character is staying still at a velocity of zero (I can assure you this). The rotation is done in LateUpdate () and the movement in general is very smooth, even when the framerate is at a constant 60fps.