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Jitter When Changing Sorting Maps

The way my scene is set up I need to have multiple sorting maps (this will probably happen a lot during my game). I have a collider on either side of the split to trigger the switch to the appropriate sorting map for each side of the screen using the Character: Change rendering action.

Everything works perfectly except for a slight jitter when each collider is triggered. See the following video:
https://i.imgur.com/P0D1XAE.mp4

Is there any way I can avoid that jitter?

Comments

  • It's not clear from the screenshot why you need to change Sorting Map - can you explain more on this? It may be possible to avoid doing so.

    Regarding the issue, check that your Triggers' When running properties are set to Run In Background.

    Since they're so close together, it may also be that both of them are running simultaeneously - though you should be able to avoid this by setting their Detection method properties to Transform Position.

    What are your AC and Unity versions?

  • You're awesome. And also very correct.

    It was the Run In Background setting that fixed it. And I could space the triggers farther apart in this case, but changing the detection method fixed that problem too. (good to know for future cases)

    I'm using Unity 2020.1.6f1 and AC 1.71.7

    Also, here's without the split sorting maps (only using the far right sorting map) to show why I needed it:
    https://imgur.com/a/jvQu2sR.mp4

    Thanks again!

  • If you're happy with how things are, feel free to leave it as-is. But the issue looks to me like it's just a case of tweaking the NavMesh so that you can't get so close to the corner of the car. It's similar to the tyre-swing in the 2D Demo.

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