UniversalCamera's rotation sometimes 'snaps' to slightly different values

I have a bug that is hard to reproduce for me because I’m not sure why or when it happens exactly.

While moving a UniversalCamera around, tied to a characterController’s position, the camera sometimes snaps to a different position. It’s not a huge difference, but you’ll notice it when you see it. I checked it on another device and it shows the same behavior:

You’ll need to move around for a bit and look around for it to happen - again, not sure what exactly causes it. Seems to at least happen in the open space in the room next of where you start.

Could it have to do with the issue from this thread?:

It’s not the collision with the objects that I mean, I have an empty floor in my own project, and it still happens while just rotating and moving around.

cc @georgie

I have been playing around with the above playground (cool project btw! is it for a game?) but am unable to reproduce the camera behavior you mentioned (only when colliding with objects). Would you be able to create a simpler playground that doesn’t have all of the collidable objects and if still reproing send a new link? Thank you!

I just put a UniversalCamera on the (great!) characterController demo and called it a day :smiley: it’s pretty much the same in my own game project.

I noticed that if you start the PG, and don’t move the character but move the camera left and right (about 90 to 180 degrees or so, it’s hard to tell - don’t move up and down too much) it seems to happen relatively often. Can you reproduce?

Tried on 2 different devices, different monitors, resolutions, different mice, different browsers, just to make sure it wasn’t any of that. Could reproduce on all devices.

Sometimes it takes a while for it to start happening, sometimes it took a few minutes. I think it has to do with rotation around the y-axis. Rotating a lot around that seems to trigger it eventually.

I do not know why this happening so I can’t be more precise than that, but unfortunately for an fps style game project of mine this is pretty much game-breaking for now :frowning:

@Censor can you take a screen recording to display what you’re seeing? The character controller PG also has quite a bit of collisions interfering with the rotation so I am not able to reproduce what you mentioned (I am likely being dense). A simple playground link would also work, thank you!

I was moving quite a bit around the scene but I didn’t experience anything strange…

I’ll see if I can make a recording and change the PG this week to illustrate the issue.

Just to update, the issue I’m having seems to be the same as mentioned here: Camera angularSensibility vs. speed?