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@ftvs
Last active September 26, 2024 07:16
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Simple camera shake effect for Unity3d, written in C#. Attach to your camera GameObject. To shake the camera, set shakeDuration to the number of seconds it should shake for. It will start shaking if it is enabled.
using UnityEngine;
using System.Collections;
public class CameraShake : MonoBehaviour
{
// Transform of the camera to shake. Grabs the gameObject's transform
// if null.
public Transform camTransform;
// How long the object should shake for.
public float shakeDuration = 0f;
// Amplitude of the shake. A larger value shakes the camera harder.
public float shakeAmount = 0.7f;
public float decreaseFactor = 1.0f;
Vector3 originalPos;
void Awake()
{
if (camTransform == null)
{
camTransform = GetComponent(typeof(Transform)) as Transform;
}
}
void OnEnable()
{
originalPos = camTransform.localPosition;
}
void Update()
{
if (shakeDuration > 0)
{
camTransform.localPosition = originalPos + Random.insideUnitSphere * shakeAmount;
shakeDuration -= Time.deltaTime * decreaseFactor;
}
else
{
shakeDuration = 0f;
camTransform.localPosition = originalPos;
}
}
}
@XaviSmith
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XaviSmith commented Jan 5, 2023

Nice script!

For anyone that wants it I made a version that allows you to skip frames to control how jerky the camera shake is, works on any gameObject, and lets you choose whether or not to run it whenever the script is enabled.

public class ObjectShaker : MonoBehaviour {

bool startOnEnable = true;
float shakeDuration = 1f;
float framesToSkip = 0f; //How many frames to we skip in order to slow down the jerkiness of the animation
public float shakeAmount = 1f;

void OnEnable()
{
    if(startOnEnable)
    {
        Shake();
    }
}

//Parameters are optional. Defaults to object variables.
public void Shake(float _duration = -1f, float _skip = -1f, float _amount = -1f)
{
    if(_duration < 0)
    {
        _duration = shakeDuration;
    }

    if(_skip < 0)
    {
        _skip = framesToSkip;
    }

    if(_amount < 0)
    {
        _amount = shakeAmount;
    }

    StartCoroutine(ShakeCoroutine(_duration, _skip, _amount));
}



IEnumerator ShakeCoroutine(float _duration, float _framesToSkip, float _amount)
{
  //For if you need special logic for Main Cameras (e.g. you have a script that follows the player around that you need to disable temporarily)
    if(gameObject.tag == "MainCamera")
    {
        //Disable here
    }

    Vector3 originalPos = transform.position;

    float currFramesSkipped = 0f;
    bool locked = true;

    while (_duration > 0)
    {
        if(currFramesSkipped <= _framesToSkip)
        {
            locked = true;
            currFramesSkipped += 1;
        } else
        {
            locked = false;
            currFramesSkipped = 0f;
        }

        if(!locked)
        {
            transform.position = originalPos + Random.insideUnitSphere * _amount;
        }
        
        _duration -= Time.deltaTime;
        yield return null;
    }

    //reenable your camera
    if (gameObject.tag == "MainCamera")
    {
        //reenable camera logic here
    }
    transform.position = originalPos;
}

}

@AnKlagges92
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AnKlagges92 commented Sep 9, 2023

Here's my script to shake, feel free to use and modify.

using UnityEngine;
#if ODIN_INSPECTOR
using Sirenix.OdinInspector;
#endif

namespace AKGaming
{
    public class ShakeComponent : MonoBehaviour
    {
        [SerializeField] private Transform target_;
        [SerializeField] private float defaultDuration_ = 0.5f;
        [SerializeField] private float defaultAmplitude_ = 0.75f;
        [SerializeField] private float defaultFinalAmplitude_ = 0.25f;
        [SerializeField] private AnimationCurve defaultAmplitudeCurve_ = AnimationCurve.Linear(0, 0, 1, 1);

        private float duration_;
        private float remainingTime_;
        private float amplitude_;
        private float finalAmplitude_;
        private AnimationCurve amplitudeCurve_;
        private Vector3 initialPosition_;

        private void Awake()
        {
            if (target_ == null)
            {
                target_ = GetComponent<Transform>();
            }
            initialPosition_ = target_.localPosition;
        }

        public void Shake(float duration = -1, float amplitude = -1, float finalAmplitude = -1, AnimationCurve amplitudeCurve = null)
        {
            duration_ = duration > 0 ? duration : defaultDuration_;
            amplitude_ = amplitude >= 0 ? amplitude : defaultAmplitude_;
            finalAmplitude_ = finalAmplitude >= 0 ? finalAmplitude : defaultFinalAmplitude_;
            amplitudeCurve_ = amplitudeCurve != null ? amplitudeCurve : defaultAmplitudeCurve_;

            remainingTime_ = duration_;
            enabled = true;
        }

        private void Update()
        {
            if (remainingTime_ > 0)
            {
                float curveValue = amplitudeCurve_.Evaluate(1 - (remainingTime_ / duration_));
                float amplitude = (1 - curveValue) * amplitude_ + curveValue * finalAmplitude_;
                transform.localPosition = initialPosition_ + Random.insideUnitSphere * amplitude;
                remainingTime_ -= Time.deltaTime;
            }
            else
            {
                remainingTime_ = 0f;
                transform.localPosition = initialPosition_;
                enabled = false;
            }
        }

#if UNITY_EDITOR
#if ODIN_INSPECTOR
        [Button("Test Shake")]
#endif
        [ContextMenu("Test Shake")]
        private void EDITOR_TestShake()
        {
            Shake();
        }
#endif
    }
}

Here's the amplitude curve i'm using right now.
Please notice that the curve value is not the actual amplitude value so I recommend that it always goes from 0 to 1.

@PazoGames
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Thanks! It worked well. The only thing I added to the script was a line that turns CinemachineBrain false because camera shaker didn't work with cinemachine.

@Ar-Ess
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Ar-Ess commented Apr 17, 2024

This is my modification, I made it completely generic. Just copy paste on any object and you're good to go.

How it works:

  • Duration: the duration of the shake in seconds
  • Amplitude: the amount of Unity units that the shake uses to move
  • Soft Level: The higher it is, the slower will run the shake. Internally, the soft level int acts as "how many frames do I skip for the next shake"
  • Decrease: If false, the shake will be constant. If true, the shake will linearly shift its amplitude.
  • Animation: Same as decrease, but here you can choose which amplitude animation you want

Flaws:

  • The soften parameter does its job, but the shake is not really smooth... I tried implementing the "Vector3.Lerp" option, but it does not work really well... If someone can come up with a solution to smooth the movement, so then we can acquire a kind of "frequency" parameter.
public void Shake(float duration, float amplitude, int softLevel = 0, bool decrease = false)
{
    AnimationCurve animation = decrease ? AnimationCurve.Linear(0, 1, 1, 0) : AnimationCurve.Constant(0, 1, 1);
    StartCoroutine(Shake_Internal(duration, amplitude, softLevel, animation));
}

public void Shake(float duration, float amplitude, int softLevel = 0, AnimationCurve animation = null)
{
    if (animation == null) animation = AnimationCurve.Linear(0, 1, 1, 0);
    StartCoroutine(Shake_Internal(duration, amplitude, softLevel, animation));
}

private IEnumerator Shake_Internal(float duration, float amplitude, int softLevel, AnimationCurve animation)
{
    Vector3 initialPosition = transform.position;
    float amp = amplitude;
    if (softLevel < 0) softLevel = 0;
    int softCount = 0;

    for (float i = 0; i < duration; i += Time.deltaTime)
    {
        if (softLevel != 0 && softCount < softLevel)
            softCount++;
        else
        {
            transform.position = initialPosition + Random.insideUnitSphere * amp;
            amp = amplitude * animation.Evaluate(i);
            softCount = 0;
        }
        yield return null;
    }

    transform.position = initialPosition;
}

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