Thank you for your help! I'll let you know if I figure it out.
Sorry for the delay.
I've gone back and I went though the tutorial again, this time I followed the tutorial to the T. I used the player that is part of the Unity 2D Platformer Example, and I'm still getting the same effect. I've set up a global clock called player, and the timeline attached to the player uses that clock. Once again, I've created two gifs to show the results.
It's a bit hard to tell from the gifs, so here's the project (I've made sure not to include Chronos this time.)
I'm still on Unity 5.5.0f3 and on the newest version of Chronos. The player's interpolation is set to interpolate both before and after I attach and timeline, but after I attach a timeline, I get a jittering effect.
I'm sorry, but I'm not sure what you mean. I wasn't having the jitter issue until before I added Chronos to the project. I've reinstalled Unity but nothing seems to have changed, and I noticed I'm having the same issue on my laptop. Which version of Unity would you recommend?
I apologize for linking to the asset, didn't even think about it at the time.
I've recorded two gifs, the first with interpolate set to interpolate, and the second set to none. The player seems to be laggier than in your gifs, do you think it's an issue with my Unity installation?
No problem. I've recreated the effect that is happening in my game in this project. When the game is running, you can use the "Track" field part of the Camera Operator to switch between the player that has a clock and timeline attached, and the player that doesn't have a clock or timeline. Both players have interpolate turned on, but the player with the clock and timeline is very laggy when the camera follows it.
Sorry I wasn't too clear. No third party plugins; I'm referring to the interpolate setting for, in this case, 2D ridgidbodies.
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