I recently posted a problem with a jittering Camera Follow in my 2D Game made in Unity, which was solved here.
However after some time I noticed, that I am still getting jumps. I now know, that the problem lies in the lerp method of my camera follow. Time.deltaTime varies as described in my prior question and thus makes the player move different distances each frame. But because the camera reacts with a delay, you can see the jump on screen (on device even more than in Unity Editor).
A solution would be to detect those Time.DeltaTime jumps and in these cases make the camera imitate that jump somehow, am I correct? What would be a Workaround here?
These are my scripts:
public class Player: MonoBehaviour
{
float speed = 5f;
void Update()
{
transform.Translate(0,speed*Time.deltaTime,0);
}
}
public class CamFollow : MonoBehaviour
{
public Transform Player;
private Vector3 FollowVector;
float transition = 0.05f;
void LateUpdate()
{
FollowVector = Player.position - new Vector3(0, -4.0f, 10);
transform.position = Vector3.Lerp(transform.position, FollowVector, transition);
}
}