Closed Mysterius closed 6 months ago
Solved by using physics interpolation. For anyone looking it up, try Smoother or Interpolated Camera3D.
I'm letting the issue open since I think there could be an internal option for this in the asset, but feel free to close it if you think this it outside the scope of what you want to achieve.
Solved by using physics interpolation. For anyone looking it up, try Smoother or Interpolated Camera3D.
I'm letting the issue open since I think there could be an internal option for this in the asset, but feel free to close it if you think this it outside the scope of what you want to achieve.
I'm thinking it might be something related to the head bob camera animation, test disabling this and see if it continues.
It isn't, the video I posted is with all bobbing options disabled. This is most likely related to framerate inconsistencies heavily discussed here : https://www.reddit.com/r/godot/comments/wh6vw5/is_there_really_no_proper_fix_to_jittering/
Hence why interpolation solved the problem.
The error occurs because it transformed the quaternion of the headbob rotation into vector3, even when it was deactivated, it did this conversion, creating the flick Fixed in version 2.1.7 https://github.com/expressobits/character-controller/commit/8e59df183f2d7b54a44240706e84f49c2ad13c37#diff-254b1f47c3f536f9904a5b520a3691c2d9174626ec39e237219daed26d8ad545R117
Hello,
I just started experimenting with this controller. One thing I noticed is that objects in my scene "jitter" when I move around them while rotating the mouse to try to keep them in focus. Simply moving or simply rotating doesn't cause this problem, only when trying to do both at the same time.
The problem is only visible at high FPS (more than 60), and the higher the more jitter I see.
I tried taking a video of the problem and I do have one here : https://github.com/expressobits/character-controller/assets/4077266/dce346ff-27e8-4b21-8c5f-cbb45e62aabc
But... be warned that the problem is only visible on the video when you have a screen refresh rate higher than 60 (and the higher the jittering).
I'm not sure I understand the dynamics behind this problem so I would appreciate an explaination if someone understands what's happening.
I could of course limit FPS to 60 but I'd like to let players chose more if they wish.