Unity exported game : VSync issue - unity3d

I'm making a game in Unity, the project was doing fine but I wanted to create a build of the game just to see how it goes and it seems that there is a little vsync problem on the build which was not visible in the unity editor.
Here is a video that shows the problem :
https://youtube.com/shorts/JCzZcsVj3t0?feature=share
I've tried to run the game on an external screen (144Hz), but I don't know why, the problem is not visible at all !?!!
Maybe the problem is on my laptop's screen (60Hz), but as I said in the beginning, this vsync problem does not appear in the editor (also not in "real" games).
My pc is a HP Victus 16, does anybody knows what's happenig ?
Edit : I've tried to record a video from the laptop itself (which corresponds to the screen with the problem) but the problem is not visible on the recorded video ...
Thanks :D !

I've found a solution but I don't know why it works ...
I've changed the default rendering pipeline to HDRP and the problem is gone, there is no more VSync problem.

Related

Unity: Disabling OptimizedFramePacing fixes Bluestacks blackscreen but cuases jitter

The Problem: when running a unity build in Bluestacks you get a black screen. The only solution I have found for it is to disable "OptimzedFramePacing" in PayerSettings when building which fixes the blackscreen, but causes another problem, which is: on android your game gets a little jittery.
I use unity 2020.3.33f1. tested on Bluestacks 5.3 and 5.8
I have tried with empty project with only a few rigidbody2d falling and result is the same.
in the last few days i have searched and read all the topics about this, which are very few considering it looks like a big issue!
Things I have tried but failed:
-fixing bluestack black screen by any other ways. (blitType, Custom main manifest, Changing Graphic API)
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I know OptimzedFramePacing=false should result in a little jitter. is there a way to fix bluestacks blackscreen and keep OptimzedFramePacing=true?
or any other solution?
I really appreciate if anyone can help me with this.
Thank you.

Unreliable/Confusing MRTK Button Touch-Register Behaviour [Unity, Hololens2]

This issue turned up in a project during the development phase. MRTK Buttons have worked in this project/scene before. Unfortunately, it was not possible to trace back the cause yet.
Touch registers very unreliably with the Standard Hololens2 Button from the MRTK Toolbox. The only properties that were modified are the Transform of the GameObject, GameObject Name, Text and Icon.
A copy of the StartAdjustingGeometryButton GameObject as a child of Menus/MainMenu (left button in the Video) has the exact same settings displayed in the Inspector as the tested button but is even more unreliable.
Please see this video from my HL2 App for a demonstration:
https://user-images.githubusercontent.com/33260631/113730570-4ba39680-96f8-11eb-91fe-5d51ce9531fc.mp4
Watching the video with sound makes it easier to notice when touch has been registered and when not.
See this Screenshot for the tested Button in the Inspector.
I'm using Unity Version 2019.4.20f1 and MRTK Version 2.6.1
What is going on? I hope someone can help - thanks!
Official bug report is here: https://github.com/microsoft/MixedRealityToolkit-Unity/issues/9624

Sound plays even though on awake is unticked unity

I looking into similar threads with this issue and sadly my issue is not being resolved how theirs was. I have a sprite that when it is collected a sound is played. As soon as the game starts any audio I attach is playing. I have deleted the sprite and remade it and the issue is still the same, however for my 7 other sprites there is no issue.
Does anyone know why this may be an issue?
If needed i can supply code however i don't think it is a code based issue
I had the same issue, old post but I didn't see my solution anywhere else. I found that the default script in the audio source game object was playing the clip in the start method. By commenting this out, I was able to stop it from playing when the game was started.
There is a chance that your audio source has a box named "Play On Awake" ticked.
I was looking for the same answer, as my audio sources also played when starting the game. After reading this question, somehow I realized there was a box ticked which I didn't bother looking over.
If your box is not ticked, then try writing in the Start method:
this.yourAudioSource.playOnAwake = false;

Unity3D - Button Only Works Once?

This is super strange. This simple button is not clickable at all. But when I close the Unity and Mono editors and fire it up again, it will work - only once. I mean, the second time you hit the play button, the button will not work anymore. I didn't change settings of the button or the canvas. I just put them in the scene and click play button. I think this is a bug? But there's no log i can see. This is bugging me for good 30 mins. I even restarted my PC and still working only on the first hit of play button. Thanks
EDIT: just found the problem. This problem occurs when you use the Unity Remote app on Android. It will work first. But when you try it the second time, buttons are not responding anymore. The only solution I found for this is to reinstall the Unity. Tried restarting PC but didn't work. Soo, peace out. Thanks
Try to turn on the Force Module Active property on inspector in EventSystem. I had the same problem on Version 5.3.1 on my machine (macbook pro mid 2010 on OSX El Capitan). Deleted the Unity, rolled back to 5.2.2, upgrade to 5.3.3, the problem is still there. Did that and somehow it works, but I don't know the reason why

why does the screen on my phone turns white when it detects the target?

I'm new to augmented reality, and I'm using vuforia 4.2.3 and unity 5, I followed all the steps trying to make a test run and whenever the camera detects the target the whole screen turn white, I've tried many thing but none of them worked, can someone help me?
I had a problem that sounds similar.
There is a known bug that causes white screen, could be related to that? See here for more info.
What worked for me was to change the VideoBackground.shader code, as described on that thread.
Go to Project>>Qualcomm Augmented reality>>Shaders
Double-click VideoBackground. This opens up Mono.
In the code, change where it says:
"queue"="geometry-11"
to this:
"queue"="Geometry"
Save, rebuild etc.
Worked for me.