Hey everybody,
hey Chris!
My characters are sprites, but the game is 3D and warning messages in the console urge me to activate "Turn Root Object in 3D?", but when I do, the movement of my character is very jerky/stuttering.
What could be the reason for this? I suppose my problem lies somewhere else, because activating retro-style movement also makes the movement jerky, in fact, much worse than "Turn Root Object in 3D?".
EDIT: I found out what the retro-style problem is. When setting the rigidbody interpolation to interpolate, it stutters really bad, but setting it to none fixes this. Alas it doesn't solve the jerky movement of "Turn Root Object in 3D?" though.
Does anyone have experience with this issue? Or any ideas what could be wrong?
Thanks!
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Does the jerky movement occur when the camera is moving, stationary, or both?
I'll need to see the exact settings you have to recreate the issue. Can you share your AC/Unity versions, as well as screenshot(s) of the character's full root Inspector?
One thing, though: rather than using a Rigidbody + Capsule Collider component, try instead using a Character Controller.
If they also have no need for collision, you could also try removing all such Physics components completely.
Thanks so much Chris, removing the physics components resolved the issue
Hey @ChrisIceBox,
I observed really weird behavior but it was so strange that I wasn't really able to understand what happend. First I thought everything was cool when I removed the physics components (except that I didn't think about triggers not recognizing the player anymore). But then I entered a scene that started out okay, but due to ingame logic, a trigger was set active and suddenly the movement was... extremely off. My player didn't go where I clicked or didn't move at all even though there are no obstacles or anything. It is so weird, but the presence of a second trigger in the scene lead to this behavior, it was gone once I deactivated one of both triggers in the scene.
I'm writing this more so you know that I witnessed this strange behavior, not because I'm asking for help. Without more information, there is probably not much you can do. Maybe I can replicate the issue somehow in an isolated scene, but it was only when I removed the rigidbody from the player and deactivated rigidbody movement if I'm not mistaken (I changed it back for now and hopefully not having "Turn Root Object in 3D?" turned on won't cause any trouble.)
I'd need more details about exactly what the behaviour is, and what's causing it - I can't reproduce any such issue with the 3D Sample Scene + Player with their physics components removed.
Regarding Triggers not recognising the Player: if the Player has no collider to detect, you can set the Trigger's Detection method to Transform Position, which will cause it to react to the Player's root position, bypassing any need for a collider.
I just tried to reproduce the issue but I can't. No idea what was going on but I'm sorry to have bothered you with it, let's forget it for now.