I’m noticing a weird behavior on the camera. I’m turning around at a constant speed and after turning a certain amount it’s jumping/skipping a lot.

The above has
public void OnLook(InputAction.CallbackContext context)
{
lookVector = context.ReadValue<Vector2>() * 0.2f;
}
It gets way more noticeable/frequent by reducing the sensitivity. But it still happens with the original code.
I have noticed the same issue on online demos.

What is causing this? What can I do about this?
K3
2
Hello @Bruno_Leonardo_Miche,
Could you please use Time.DeltaTime?
I think I found the issue. It seems the skip happens when the mouse moves too fast outside of bounds. The horizontal offset here spikes:
I was able to solve this issue by using the normalized vector instead:
Vector2 lookVector = ConvaiInputManager.Instance.lookVector.normalized;
So I replaced the method ConvaiPlayerMovement.RotatePlayerAndCamera
private void RotatePlayerAndCamera()
{
if (Cursor.lockState != CursorLockMode.Locked) return;
// Get normalized look direction
Vector2 lookVector = ConvaiInputManager.Instance.lookVector.normalized;
// Vertical rotation
_rotationX -= lookVector.y * lookSpeedMultiplier;
_rotationX = Mathf.Clamp(_rotationX, -lookXLimit, lookXLimit);
playerCamera.transform.localRotation = Quaternion.Euler(_rotationX, 0, 0);
// Horizontal rotation
float rotationY = lookVector.x * lookSpeedMultiplier;
transform.rotation *= Quaternion.Euler(0, rotationY, 0);
}
I haven’t had any spikes after changing that.