Watching Rick’s ship movement versus mine I realized my ship was snapping between pitch/yaw/roll instead of the smooth movements his ship had. I checked the discussions and saw a few people notice the same thing but no real answer as to what was happening.
After some digging I found that this is the result of the new input system. The simple answer is that the old input system applies smoothing to the change in input by default while the new system does not. The quick fix is to switch back to the old system to get the smooth movements. If you want to stick with the new input system then @Arquoono posted a great solution using Lerp here.
It is possible to have jerky movements on one set of controls (up/down) and smooth on another (left/right) if you have both active and your project set to use both control methods. It all depends on whether your code references the old system (Input.GetAxis) or the new system (movement.ReadValue) with one being smooth and the other being jerky/snappy respectively.
@Nina It might be worth having a note added somewhere as Unity moves closer to making the new system the default.
If Unity drops the old input system, our instructors will either update the respective videos or it will already be time for a new version of the course. You may rest assured that they keep an eye on the new input system and Unity’s decisions.
Great post, thanks @Jonathon! I hadn’t realized that the old input system had automatic smoothing, so that was new info for me I’m trying to learn the new input system, but have found that it’s a bit confusing (at least for this newbie ) trying to learn it when the next sections still use the old, so I’ve stuck with the old system for Realm Rush and Zombie Runner. That (nearly) same Lerp routine also came in handy for Realm Rush if you want to add smooth turning for the enemies, so the code seems pretty flexible. Anyway, thanks again for that tidbit, and tagging me so I could see it