I'm using the Unity 4.2 and wanted to do a simple test making our logo on a sphere that rotates. I created a sphere, and then an animation component that the sphere uses to rotate a full 360 degrees in a loop for a period of 6 seconds (360 milliseconds). The problem I'm encountering is when I press play in Unity to see what the game window looks like, the rotation jitters in some parts of the rotation in the same place every time. Originally the rotation time was 180 milliseconds so I thought maybe if I spread the rotation time out more it would help smooth it out, but it still jitters in the same place. Any ideas what could be causing this? Note I'm not using any c# script or the sort, just the built in components and object with our custom texture of our company logo, and this jittering occurs in the rotation animation. Update: Ok after pressing maximize on play and letting the game scene play out, it looks like the jittering is random, not consistent, so I don't know if it's because of the preview running on my machine that causes the jittering or not but it seems to randomly occur now. Note this scene only has 2 cubes and 1 sphere so it's not like I'm rendering a lot.