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 2 Answer(s)

  • Put your rotation in Fixed Update as manish said. Or better, in Update function multiply by Time.deltaTime. This is how I imagine your code should look:

    public float speed;
    void Update () {
    Vector3 camRot = this.transform.rotation.eulerAngles;
    camRot.y+= speed * Time.deltaTime.
    this.transform.rotation = Quaternion.Euler(camRot);

    For smooth things Update is better then FixedUpdate.

  • May be this problem is occurring due to difference in frame rate . If you are testing the build in different device then there may be a case of one device running more frames per second then the other , so to avoid it use void FixedUpdate() function instead of void Update() function .

    Hope this helps .

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