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When playing at high refresh rates (~120+fps), it becomes quite obvious that movement is being updated at a much lower rate than view control, making it feel somewhat choppy. This appears to be due to it using FixedUpdate(), which is presumably running at 50 or 60 Hz. I didn't do a ton of digging around, but it looks like just changing the bool useFixedUpdate = true; in AimScript.cs to false would solve this problem? I haven't figured out how to properly get this repo working in unity so I haven't been able to experiment, but this seems like a simple fix in any case. ¯\_(ツ)_/¯
To Reproduce
Steps to reproduce the behavior:
use high refresh rate monitor
enable v-sync to bypass 60fps cap
move around, look around, observe non-smoothness?
Expected behavior
smooth movement
The text was updated successfully, but these errors were encountered:
It sadly isn't as easy as setting useFixedUpdate = false, this will make the player accelerate upwards to infinity.
I've spend about 2-3 hours trying to work out what exactly is happening, but there is so much technical debt involved.
It sometimes straight up throws without you jumping because of hight_spring.state being NaN.
Describe the bug
When playing at high refresh rates (~120+fps), it becomes quite obvious that movement is being updated at a much lower rate than view control, making it feel somewhat choppy. This appears to be due to it using FixedUpdate(), which is presumably running at 50 or 60 Hz. I didn't do a ton of digging around, but it looks like just changing the
bool useFixedUpdate = true;
in AimScript.cs to false would solve this problem? I haven't figured out how to properly get this repo working in unity so I haven't been able to experiment, but this seems like a simple fix in any case. ¯\_(ツ)_/¯To Reproduce
Steps to reproduce the behavior:
Expected behavior
smooth movement
The text was updated successfully, but these errors were encountered: