Hey, so I've been following this tutorial (https://pavcreations.com/parallax-scrolling-in-pixel-perfect-2d-unity-games/) on how to create a parallax effect for my 2D pixel art game. I'd say that 90% of it is working fine--I've got a background that, depending on the intensity value I set, can look like it's moving farther away from the screen relative to the player. But there's one issue--which the tutorial seems to address but despite my attempts to follow it nothing has seemed to change--where the background jitters slightly when the player moves.
In my game, I have my Cinemachine camera be Transposed to the player's movements, and just like in the script mentioned in the tutorial, my ParallaxEffect sets its position based on the camera's position in its Update(). I'm using a pixel-perfect camera, and my parallax effect uses the clamping function mentioned in the guide that's supposed to clamp it using my base unit of 24 pixels. But even when the parallax effect's intensity is set to 1 (meaning that it perfectly follows the camera), there is a slight but noticeable stuttering effect, almost like it's struggling to catch up. This lends me to suspect that if I figure out how to sync its movements perfectly to the camera in that case, it would work for all the other intensities.
Is there something I should be doing differently here? The tutorial mentions also syncing the camera's movements using the same pixel-perfect clamping method (setting its own position on update as opposed to using Cinemachine's transposition system, this seems kinda strange to me)--and I'm going to try to take another look at that more thoroughly, but my attempts to do that haven't really changed anything. Like I said, I have a hunch this goes beyond the quirks of having a pixel-perfect game, I think I'm just doing something wrong in making sure the background can propertly follow the camera. Advice would be greatly appreciated!
my bad