In your "ready-to-use UFPS prefabs" you are not using FirstPersonCamera script.And without it everything works fine. But you will get warning about lack of this component and seems scripting animations will not work without it. When you attach this script jittering appers because of Bob cycle which will be applied any way.
The warnings can be ignored - the UltimateFPSIntegration script is now isolated from the rest of AC, so AC doesn't "know" that UFPS is being used.
Do not add the FirstPersonCamera script to your prefab. If you have other issues that derive from not having it, then we can look into those - but adding the FirstPersonCamera script is not part of the workflow.
In first-person mode, you can only switch camera during a Cutscene. If you wish to change camera out of the FPS view during gameplay, you have to exit First Person movement by using the Engine: Manage systems Action.
If you've done all this correctly, please provide clear details as to what you have in your scene.
Now I have another problem with rotation of picked object.
1. Mouse is moving but object (let`s say cube) is not rotating (rotation of moveable is enabled and I can see some numerical noize in it`s transform rotation).
2. It switch UFPS to unlock cursor mode but does not switch back when I release rotation button.
1. Can't recreate - rotating in UFPS works for me. Try increasing the Rotation factor on the PickUp. 2. Do you mean the other way around, as in free-aiming does not resume after rotation ends? That I have manage to recreate.
Comments
Do not add the FirstPersonCamera script to your prefab. If you have other issues that derive from not having it, then we can look into those - but adding the FirstPersonCamera script is not part of the workflow.
If you've done all this correctly, please provide clear details as to what you have in your scene.
2. Do you mean the other way around, as in free-aiming does not resume after rotation ends? That I have manage to recreate.