Object continuously shakes?

I’m creating a too-scale Moon/Earth space scene in 3D. Being new to Unity and with no scripting experience, I figured it’d be easier to have the moon orbit the Earth using waypoints rather than spend the time to learn physics scripts (although Newtonian gravity would be ideal).
So I pulled a script from Youtube that allows you to draw waypoints, creating a path for an object to move along. The camera that is close up on the moon shows that the moon is very shaky as it orbits. I’ve tried adding more waypoints, but it doesn’t help much.

I’ve tried using a simple transform in the Animator window… the moon also shakes. I also tried to use Bezier Curves, but recieved a warning stating “Due to floating-point precision limitations,it is recommended to bring the world coordinates of the GameObject within a smaller range.” I’ve even tried using a Rotate.Around circular-orbit script, but still get the shakiness (the moon’s orbit is an ellipse anyway, however).

Is there anything I can do so that the Moon Cam doesn’t show the constant jitter back and forth?

Here is a link to my public drive folder to clarify my issue. In the video the moon has a Move on Path Script and an spin script.

https://drive.google.com/file/d/0B71RFLqR8I1reFUySlFLUW1SZEk/view?usp=sharing

Like I say, I’m very new to Unity and quite ignorant :slight_smile: Any help would be appreciated!

Basically, you can’t do full scale with modern technology. 32 bit floating point numbers simply don’t have the precision necessary to do it.

So, you either need to track the transform in 64-bit precision, which Unity and graphics cards don’t support, or you need to scale down the scene.