My camera rotates whenever I rotate it, I am not sure why, I have tried many solutions including: multiplying by time.deltatime, dividing by time.deltatime, trying all variations of update void, I also tried to get mathf.smoothdampenangle to work but I couldn't figure out how to make the float change to a quaternion. I have set interpolation to interpolate.
Here is my code for my FPS characters camera:
{
// Variables
public Transform player;
public Transform rotatePoint;
public float mouseSensitivity = 2f;
float cameraVerticalRotation = 0f;
float velocity = 1f;
//bools
bool lockedCursor = true;
void Start()
{
// Lock and Hide the Cursor
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
}
void FixedUpdate()
{
// Collect Mouse Input
float inputX = Input.GetAxisRaw("Mouse X") * mouseSensitivity;
float inputY = Input.GetAxisRaw("Mouse Y") * mouseSensitivity;
// Rotate the Camera around its local X axis
cameraVerticalRotation -= inputY;
cameraVerticalRotation = Mathf.Clamp(cameraVerticalRotation, -90f, 90f);
transform.localEulerAngles = Vector3.right * cameraVerticalRotation;
// Rotate the Player Object and the Camera around its Y axis
player.Rotate(Vector3.up * inputX);
}
}
I suspect the cause for the jitter is that my camera is rotating in set amounts of degrees instead of rotating smoothly.