Hello,
I'm sorry if this question was already asked, I did search before.
I'm having an issue that is hopefully simple enough to reproduce.
I'm using UTPC
My test scene is simple, I took the Nolan from the demo scene and put it in an empty scene with just a plane.
Added game manager and adventure camera from the wizard and hit play. It works fine.
Now I just created a simple script where I limit my fps to 60, 120 or unlimited (I get around 900 fps in that case)
Well the problem is simple:
When fps are capped at 60 I move the mouse around and the rotation is at a speed X
At 120 the rotation becomes a bit slower
When FPS are uncapped you have to move the mouse 10 times more to achieve the same rotation.
So I already experienced this issue in the past with Adventure Creator advanced 3rd person camera. I told the dev and he fixed it. He told me that something in the camera script was not framerate dependent (or the other way around.. sorry, not an expert here) and he managed to fix it.
I didn't see any configuration on the camera to change the way it gets updated.
I know it's always better to cap the frame rate for many reasons. But many different rigs, different screens, well you can have a player with a 240hz screen that will run at that frame rate...
Oh, one thing I noticed though: I could not get this issue in Editor as Unity keep having V-sync "on" despite that I disabled it in the quality settings and in Nvidia panel. Those tests were made in a build and I'd advise you to try also in a build to reproduce the problem
I hope a fix is possible I usually use Cinemachine and I could use the integration for it. But to be honest your Camera system is really solid and I'd prefer to stick to it
Thank you
I'm sorry if this question was already asked, I did search before.
I'm having an issue that is hopefully simple enough to reproduce.
I'm using UTPC
My test scene is simple, I took the Nolan from the demo scene and put it in an empty scene with just a plane.
Added game manager and adventure camera from the wizard and hit play. It works fine.
Now I just created a simple script where I limit my fps to 60, 120 or unlimited (I get around 900 fps in that case)
Well the problem is simple:
When fps are capped at 60 I move the mouse around and the rotation is at a speed X
At 120 the rotation becomes a bit slower
When FPS are uncapped you have to move the mouse 10 times more to achieve the same rotation.
So I already experienced this issue in the past with Adventure Creator advanced 3rd person camera. I told the dev and he fixed it. He told me that something in the camera script was not framerate dependent (or the other way around.. sorry, not an expert here) and he managed to fix it.
I didn't see any configuration on the camera to change the way it gets updated.
I know it's always better to cap the frame rate for many reasons. But many different rigs, different screens, well you can have a player with a 240hz screen that will run at that frame rate...
Oh, one thing I noticed though: I could not get this issue in Editor as Unity keep having V-sync "on" despite that I disabled it in the quality settings and in Nvidia panel. Those tests were made in a build and I'd advise you to try also in a build to reproduce the problem
I hope a fix is possible I usually use Cinemachine and I could use the integration for it. But to be honest your Camera system is really solid and I'd prefer to stick to it
Thank you