I'm writing a very simple class for storing data (at least, for now) for use in a Unity project to do with a learning AI. I want to be able to easily customize multiple agents in the inspector and the number of checkboxes stacked vertically makes this part of my project dominate the inspector. If I could simply have one section make use of the ample empty space on the right side of the inspector, that would be considerably less ugly.
I've been reading a lot about custom property drawers and inspector windows, but it seems like a lot of work, involving rewriting how the entire class is displayed, for one change.
For reference, here is the class itself.
[System.Serializable]
public class NNInfo
{
public string networkName = "Agent";
[Header("Movement Properties")]
public float movementSpeed = 10f;
public float rotationSpeed = 1f;
[Header("Learning Properties")]
public float learningRate = 0.1f;
public float momentum = 0f;
public Rewards rewardFunc;
public int[] hiddenLayers;
[Header("Other Properties")]
public int maxHealth = 1000;
[Header("Optional Inputs")]
public bool m_PointToNearestBall = false; // input which is 1 while the agent is facing a ball and -1 when facing away
public bool m_DistanceToNearestBall = false; // input which is 1 while the agent is at the ball and -1 when at max possible distance away
public bool m_PointToEndzone = false; // similar to m_PointToNearestBall but for the endzone
public bool m_Position = false; // two inputs which inform the player of its normalized x and y coordinates on the field
public bool m_WhetherHoldingBall = false; // tells the player whether its holding a ball
public bool m_CanSeeHealth = false; // Whether the player can know its own health
[Header("Optional Outputs")]
public bool m_ForwardLeft = false; // turn left and move forward simultaneously
public bool m_ForwardRight = false; // turn right and move forward simultaneously
public bool m_Reverse = false; // move backwards
public bool m_Flip = false; // instantly switch to opposite direction
public bool m_TurnToBall = false; // instantly turn to face nearest ball
public bool m_TurnToLeft = false; // instantly turn to face left side of field
public bool m_Attack = false; // attack a player (or idle if no contact)
}
Custom Property Drawer is keyword which should be interesting for you.
Writing your own code for managing those - lets you describe how you want to show your properties inside Inspector View in Unity editor.
To start, go to official documentation site, which contains code you can base on.
Code snippets (Javacrpt, c# version can be found under the link):
Object's code:
enum IngredientUnit { Spoon, Cup, Bowl, Piece }
// Custom serializable class
class Ingredient extends System.Object {
var name : String;
var amount : int = 1;
var unit : IngredientUnit;
}
var potionResult : Ingredient;
var potionIngredients : Ingredient[];
function Update () {
// Update logic here...
}
Editor code:
#CustomPropertyDrawer(Ingredient)
class IngredientDrawer extends PropertyDrawer {
// Draw the property inside the given rect
function OnGUI (position : Rect, property : SerializedProperty, label : GUIContent) {
// Using BeginProperty / EndProperty on the parent property means that
// prefab override logic works on the entire property.
EditorGUI.BeginProperty (position, label, property);
// Draw label
position = EditorGUI.PrefixLabel (position, GUIUtility.GetControlID (FocusType.Passive), label);
// Don't make child fields be indented
var indent = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0;
// Calculate rects
var amountRect = new Rect (position.x, position.y, 30, position.height);
var unitRect = new Rect (position.x+35, position.y, 50, position.height);
var nameRect = new Rect (position.x+90, position.y, position.width-90, position.height);
// Draw fields - passs GUIContent.none to each so they are drawn without labels
EditorGUI.PropertyField (amountRect, property.FindPropertyRelative ("amount"), GUIContent.none);
EditorGUI.PropertyField (unitRect, property.FindPropertyRelative ("unit"), GUIContent.none);
EditorGUI.PropertyField (nameRect, property.FindPropertyRelative ("name"), GUIContent.none);
// Set indent back to what it was
EditorGUI.indentLevel = indent;
EditorGUI.EndProperty ();
}
}
Related
Image showing the problem:
https://i.stack.imgur.com/cmMYy.png
How can i fix this?
This is the struct code:
[Serializable] private struct SpawnableObject
{
public SpawnableObject(GameObject entity, float lowEndChance, float highEndChance)
{
chanceRange = new float[2];
if(lowEndChance > highEndChance)
{
float placeholder;
placeholder = lowEndChance;
lowEndChance = highEndChance;
highEndChance = placeholder;
Debug.LogWarning("lowEndChance is greater than highEndChance, swapping values.");
}
else if(lowEndChance == highEndChance)
{
highEndChance += 0.01f;
Debug.LogWarning("lowEndChance equals highEndChance");
}
this.entity = entity;
isDefault = false;
chanceRange[0] = lowEndChance;
chanceRange[1] = highEndChance;
}
public SpawnableObject(GameObject entity, float lowEndChance, float highEndChance, bool isDefault)
{
chanceRange = new float[2];
if(lowEndChance > highEndChance)
{
float placeholder;
placeholder = lowEndChance;
lowEndChance = highEndChance;
highEndChance = placeholder;
Debug.LogWarning("lowEndChance is greater than highEndChance, swapping values.");
}
else if(lowEndChance == highEndChance) Debug.LogWarning("lowEndChance equals highEndChance");
this.entity = entity;
this.isDefault = isDefault;
chanceRange[0] = lowEndChance;
chanceRange[1] = highEndChance;
}
[SerializeField] public GameObject entity;
[SerializeField] public float[] chanceRange;
[SerializeField] public bool isDefault;
}
Other details:
The problem persists after restarting unity.
The problem shows up when an array of the struct is shown in the
editor (It's ok for an individual one).
My editor version is 2021.3.3f1 LTS
Extra note for anyone experiencing this problem:
You can click on the 3 dots next to the script/component(when assigned to a GameObject) and click on "Properties...". This will open a menu where the UI is usable.
Not a good fix but at least allows you to use Unity.
Extra note again:
This only seems to happen with the element 0 of the array, so you can skip that buggy one and work starting from element 1, this time on the standard inspector.
Here is my code piece of code (I already have it so that when you click a ghost the ammo spawns, I just didn't include that because it was in a procedure.) My problem is with the RNG spawning of the ammo; it works fine at first and then after like 20 seconds it just does not spawn at all.
private void ammoSpawn()
{
ammoSpawner = rng.Next(1, 101);
if (ammoSpawner > 50)
{
ammoTimer.Activate();
if (ammoTimer.IsActive())
{
ammoRec.X = rng.Next(100, 1720);
ammoRec.Y = rng.Next(100, 700);
if (ammoTimer.IsFinished())
{
ammoRec.X = -100;
ammoRec.Y = -100;
ammoTimer.ResetTimer(true);
}
}
}
}
Any help is appreciated
I'm guessing that you're reusing the same ammo object, and that the variables such as ammoSpawner and ammoTimer are public variables in game1.
I would recommend creating a seperate class for the ammo object. So all related code can remain in the ammo object, and that also makes it easier to create multiple items. (In case you're going to expand on that in the future)
An example of a create method in the Ammo Class:
int spawner = 0;
int timer = 0;
Texture2D ammoSprite = new Texture2D;
Rectangle rec = new Rectangle(x, y, width, height);
public void Ammo(Texture2D ammoSprite, _spawner, _timer) //this should be the constructor that creates the class
{
spawner = _spawner;
timer = _timer;
rec.X = rng.Next(100, 1720);
rec.Y = rng.Next(100, 700);
}
public void Update()
{
//function where you put your update logic for the ammo object
}
public void Draw(Spritebatch spriteBatch)
{
//function where you put your draw logic for the ammo object
spriteBatch.Draw(ammoSprite, rect, Color.White);
}
then in the place where you'll use the ammo Class:
public Ammo ammo = null; //declared as a field on top of the page
private void ammoSpawn()
{
Ammo ammo = new Ammo(); //creating an Ammo object, should be inside
}
public void Update()
{
ammo.Update();
}
public void Draw()
{
SpriteBatch spriteBatch = new SpriteBatch();
ammo.Draw(spriteBatch);
}
Creating classes for objects are a core concept in C# to be able to reuse them. This also allows you to create multiple items/enemies that behave differently, but still keep the basic functions. I'd certainely recommend to learn about classes.
I am trying to implement a way for the player to switch between a square and a circle. For this to work my player object has two colliders, one circle and one box. When switching between them I simply disable one collider and enable the other, and switch the current sprite. The issue arises when I switch from a circle to a square.
I want the square to be able to glide across the floor, whereas the circle is supposed to roll. In order to make the switch seamless I have to reorient the square to be aligned with the current velocity, and remove the angular velocity. This does seem to work, however there is a slight period of frames (or frame) where the square has the same rotation the circle had before switching. This seems odd to me since the new rotation and sprite is changed in the same part of the code. This is a video showcasing the issue.
If this is an issue resulting from the way the objects are rendered I can solve this another way. I would just like to understand why it happens.
Code snippet of the part that changes the properties from circle to square when switching:
else if (Input.GetKeyDown("2"))
{
// Update rotation of box to velocity:
float newAngleRadians = Mathf.Atan2(rb.velocity.y, rb.velocity.x);
float newAngleDegrees = newAngleRadians * 180 / Mathf.PI;
rb.rotation = newAngleDegrees;
rb.angularVelocity = 0;
Debug.Log(rb.rotation);
playerShape = Shape.SQUARE;
spriteRenderer.sprite = spriteArray[1];
circleCollider.enabled = false;
boxCollider.enabled = true;
updateShape = true;
}
Logging the angle of the rigidbody directly after setting it to newAngleDegrees shows that the rotation has been set correct, yet the issue persists.
And just in case it is needed, full code of the script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class scr_StateMachine : MonoBehaviour
{
// Types of shapes:
public enum Shape { SQUARE, CIRCLE, TRIANGLE }
// Variables:
public Rigidbody2D rb;
public SpriteRenderer spriteRenderer;
public Sprite[] spriteArray;
public Shape playerShape;
public CircleCollider2D circleCollider;
public BoxCollider2D boxCollider;
private bool updateShape;
void Start()
{
playerShape = Shape.CIRCLE;
updateShape = true;
}
void Update()
{
// Get input for shape change:
if(Input.GetKeyDown("1"))
{
playerShape = Shape.CIRCLE;
spriteRenderer.sprite = spriteArray[0];
circleCollider.enabled = true;
boxCollider.enabled = false;
updateShape = true;
}
else if (Input.GetKeyDown("2"))
{
// Update rotation of box to velocity:
float newAngleRadians = Mathf.Atan2(rb.velocity.y, rb.velocity.x);
float newAngleDegrees = newAngleRadians * 180 / Mathf.PI;
rb.rotation = newAngleDegrees;
rb.angularVelocity = 0;
Debug.Log(rb.rotation);
playerShape = Shape.SQUARE;
spriteRenderer.sprite = spriteArray[1];
circleCollider.enabled = false;
boxCollider.enabled = true;
updateShape = true;
}
// Update movement script's shape:
if (updateShape)
{
GetComponent<scr_Movement>().shape = playerShape;
updateShape = false;
}
}
}
I think the issue is Rigidbody/Rigidbody2D physics are applied in fixed time steps (see FixedUpdate). Therefore yes, on a strong device it can definitely happen that you render some frames before the next FixedUpdate call kicks in and changes the Rigidbody/Rigidbody2D behavior.
I think what you could do is actually wait with the change for the next FixedUpdate call e.g. using a Coroutine and WaitForFixedUpdate like e.g.
public class scr_StateMachine : MonoBehaviour
{
// Types of shapes:
public enum Shape { SQUARE, CIRCLE, TRIANGLE }
// Variables:
public Rigidbody2D rb;
public SpriteRenderer spriteRenderer;
public Sprite[] spriteArray;
public Shape playerShape;
public CircleCollider2D circleCollider;
public BoxCollider2D boxCollider;
[SerializeField] private scr_Movement _scrMovement;
void Start()
{
if(!_scrMovement) _scrMovement = GetComponent<scr_Movement>();
ChangeShape(Shape.CIRCLE);
}
// Still get User Input in Update
void Update()
{
// Get input for shape change:
if(Input.GetKeyDown("1"))
{
ChangeShape(Shape.CIRCLE);
}
else if (Input.GetKeyDown("2"))
{
ChangeShape(Shape.SQUARE);
}
}
private void ChangeShape(Shape newShape)
{
// if the same shape comes in we already have -> nothing to do
if(newShape == playerShape) return;
// Stop any already running coroutine since we only want to handle the last input before the FixUpdate call
// https://docs.unity3d.com/ScriptReference/MonoBehaviour.StopAllCoroutines.html
StopAllCoroutines();
// Start a new coroutine for the new shape
// see https://docs.unity3d.com/ScriptReference/MonoBehaviour.StartCoroutine.html
StartCoroutine(ChangeShapeInNextFixedUpdate(newShape));
}
private IEnumerator ChangeShapeInNextFixedUpdate(Shape newShape)
{
// just in case again, if the same shape comes in we already have -> nothing to do
if(newShape == playerShape) yield break;
// Wait until the next FixedUpdate call
// see https://docs.unity3d.com/ScriptReference/WaitForFixedUpdate.html
yield return new WaitForFixedUpdate();
// Now do your required changes depending on the new shape
circleCollider.enabled = newShape == Shape.CIRCLE;
boxCollider.enabled = newShape == Shape.SQUARE;
switch(newShape)
{
case Shape.CIRCLE:
spriteRenderer.sprite = spriteArray[0];
break;
case Shape.SQUARE:
// Update rotation of box to velocity:
var newAngleRadians = Mathf.Atan2(rb.velocity.y, rb.velocity.x);
// see https://docs.unity3d.com/ScriptReference/Mathf.Rad2Deg.html
var newAngleDegrees = newAngleRadians * Mathf.Rad2Deg;
rb.rotation = newAngleDegrees;
rb.angularVelocity = 0;
Debug.Log(rb.rotation);
spriteRenderer.sprite = spriteArray[1];
break;
}
playerShape = newShape;
_scrMovement.shape = playerShape;
}
}
I'm trying to dynamically resize particles using a slider, as well as change their colour.
Particles are used to display datapoints in a 3D scatterplot. I'm using this code: https://github.com/PrinzEugn/Scatterplot_Standalone
private ParticleSystem.Particle[] particlePoints;
void Update () {
pointScale = sizeSlider.value;
for (int i = 0; i < pointList.Count; i++) {
Quaternion quaternion = Camera.current.transform.rotation;
Vector3 angles = quaternion.eulerAngles;
// Set point color
particlePoints[i].startColor = new Color(angles.x, angles.y, angles.z, 1.0f);
particlePoints[i].transform.localScale = new Vector3(pointScale, pointScale, pointScale);
}
}
The issue is that there's no transform method for Particles, and changing the "startColour" doesn't change anything.
The API states that "The current size of the particle is calculated procedurally based on this value and the active size modules."
What does that mean, and how can I change the size of the particles ?
Thanks to previous answers I managed to get this working:
In the PlacePrefabPoints method I add every instantiated prefab to a List, and I add a listener to the slider, which looks like this:
void changedPointSize(){
pointScale = sizeSlider.value;
for (int i = 0; i < objects.Count; i++) {
objects[i].transform.localScale = new Vector3(pointScale, pointScale, pointScale);
}
}
Thanks all !
I just had a look at PointRenderer.cs -> CreateParticles and PlacePrefabPoints give a good hint what has to be changed.
So I guess you would simply change the scale values
foreach (var point in particlePoints)
{
Quaternion quaternion = Camera.current.transform.rotation;
Vector3 angles = quaternion.eulerAngles;
// Set point color
point.startColor = new Color(angles.x, angles.y, angles.z, 1.0f);
point.startSize = sizeSlider.value;
}
and than re-call
GetComponent<ParticleSystem>().SetParticles(particlePoints, particlePoints.Length);
it is questionable though if you really would do this in Update. I would rather do it in sizeSlider.onValueChanged to only do it when neccesarry (you could even make a certain treshold that has to be changed before updating the view) but well for the color there might be no other option than doing it in Update but atleast there I would use a Threshold:
privtae ParticleSystem ps;
// I assume you have that referenced in the inspector
public Slider sizeSlider;
// flag to control whether system should be updated
private bool updateSystem;
privtae void Awake()
{
ps = GetComponent<ParticleSystem>();
}
private void OnEnable()
{
// add a listener to onValueChanged
// it is secure to remove it first (even if not there yet)
// this makes sure it is not added twice
sizeSlider.onValueChanged.RemoveListener(OnsliderChanged());
sizeSlider.onValueChanged.AddListener(OnsliderChanged());
}
private void OnDisable()
{
// cleanup listener
sizeSlider.onValueChanged.RemoveListener(OnsliderChanged());
}
private void OnSliderChanged()
{
foreach (var point in particlePoints)
{
point.startSize = sizeSlider.value;
}
// do the same also for the instantiated prefabs
foreach(Transform child in PointHolder.transform)
{
child.localScale = Vecto3.one * sizeSlider.value;
}
updateSystem = true;
}
private Quaternion lastCameraRot;
public float CameraUpdateThreshold;
private void Update()
{
if(Quaternion.Angle(Camera.current.transform.rotation, lastCameraRot) > CameraUpdateThreshold)
{
foreach (var point in particlePoints)
{
Quaternion quaternion = Camera.current.transform.rotation;
Vector3 angles = quaternion.eulerAngles;
// Set point color
point.startColor = new Color(angles.x, angles.y, angles.z, 1.0f);
}
lastCameraRot = Camera.current.transform.rotation;
updateSystem = true;
}
if(!updateSystem) return;
updateSystem = false;
ps.SetParticles(particlePoints, particlePoints.Length);
}
ScrollView performance is a real drag (get it?), especially on mobile platforms. I frequently found myself getting less that 15 fps which left the user experience feeling jolting and underwhelming. After a lot of research and testing I have compiled a checklist to drastically improve performance. I now get at least 30 fps, with the majority of the CPU time allocated to WaitForTargetFPS.
I hope this helps anyone who is also having trouble in this area. Optimization solutions are hard to come by. Feel free to use and modify any of my code here.
ONE:
.GetComponent<>() calls are inefficient, especially outside the editor. Avoid using these in any kind of Update() method.
TWO:
OnValueChanged() is called every frame that the ScrollView is being dragged. It is therefore in a sense equivalent to Update() so you should avoid using .GetComponent<>() calls in this method.
THREE:
Whenever any element on a Canvas is changed the entire Canvas must rebuild its batches. This operation can be very expensive. It is therefore recommended to split your UI elements across at least two Canvases, one for elements that are changed rarely or never and one elements that change often.
Whenever a ScrollView scrolls the entire Canvas it is on is dirtied. It is therefore recommended that you have each ScrollView on a separate Canvas.
Unity Canvas Rebuilds Explanation: https://unity3d.com/learn/tutorials/topics/best-practices/fill-rate-canvases-and-input?playlist=30089
FOUR:
EventSystem.Update() handles the input detection in a scene, using raycasts to filter through the hierarchy in order to find a component to accept this input. Therefore these calculations are only done when interacting with the scene, like when a ScrollView is being scrolled. Removing unnecessary RaycastTarget properties from graphics and text will improve this processing time. It mightn't make a big difference, but if you're not careful enough objects can make the input handling time really add up.
FIVE:
With any kind of mask component, even a RectMask2D, all objects in a ScrollView are batched and rendered. If you have a lot of elements in your ScrollView, it is recommended that you utilize some kind of pooling solution. There are many of these available on the app store.
Unity Pooling Explanation: https://unity3d.com/learn/tutorials/topics/best-practices/optimizing-ui-controls
If, however, your project is incompatible with this, needing persistent elements, I would recommend that you hide your off screen objects to reduce performance overhead. Transform.SetParent() and GameObject.SetActive() are both resource intensive methods, instead attach a CanvasGroup component to each element and adjust the alpha value to achieve the same effect.
Here is a static script to detect if an object is visible or not and to set the alpha accordingly:
using UnityEngine;
using UnityEngine.UI;
public class ScrollHider : MonoBehaviour {
static public float contentTop;
static public float contentBottom;
static public bool HideObject(GameObject givenObject, CanvasGroup canvasGroup, float givenPosition, float givenHeight) {
if ((Mathf.Abs(givenPosition) + givenHeight > contentTop && Mathf.Abs(givenPosition) + givenHeight < contentBottom) || (Mathf.Abs(givenPosition) > contentTop && Mathf.Abs(givenPosition) < contentBottom)) {
if (canvasGroup.alpha != 1) {
canvasGroup.alpha = 1;
}
return true;
} else {
if (canvasGroup.alpha != 0) {
canvasGroup.alpha = 0;
}
return false;
}
}
static public void Setup(Scroll givenScroll) {
contentTop = (1 - givenScroll.verticalNormalizedPosition) * (givenScroll.content.rect.height - givenScroll.viewport.rect.height);
contentBottom = contentTop + givenScroll.viewport.rect.height;
}
}
SIX:
Unity's built in ScrollRect component allows for broad, modular functionality. However, in terms of performance it can be noticeably slower than if you were to write your own. Here is a Scroll script that achieves the same ends, but only supports the vertical, clamped and inertia properties of Unity's ScrollRect.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
public class Scroll : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler, IScrollHandler {
private Camera mainCamera;
private RectTransform canvasRect;
public RectTransform viewport;
public RectTransform content;
private Rect viewportOld;
private Rect contentOld;
private List<Vector2> dragCoordinates = new List<Vector2>();
private List<float> offsets = new List<float>();
private int offsetsAveraged = 4;
private float offset;
private float velocity = 0;
private bool changesMade = false;
public float decelration = 0.135f;
public float scrollSensitivity;
public OnValueChanged onValueChanged;
[System.Serializable]
public class OnValueChanged : UnityEvent { }
[HideInInspector]
public float verticalNormalizedPosition
{
get
{
float sizeDelta = CaculateDeltaSize();
if (sizeDelta == 0) {
return 0;
} else {
return 1 - content.transform.localPosition.y / sizeDelta;
}
}
set
{
float o_verticalNormalizedPosition = verticalNormalizedPosition;
float m_verticalNormalizedPosition = Mathf.Max(0, Mathf.Min(1, value));
float maxY = CaculateDeltaSize();
content.transform.localPosition = new Vector3(content.transform.localPosition.x, Mathf.Max(0, (1 - m_verticalNormalizedPosition) * maxY), content.transform.localPosition.z);
float n_verticalNormalizedPosition = verticalNormalizedPosition;
if (o_verticalNormalizedPosition != n_verticalNormalizedPosition) {
onValueChanged.Invoke();
}
}
}
private float CaculateDeltaSize() {
return Mathf.Max(0, content.rect.height - viewport.rect.height); ;
}
private void Awake() {
mainCamera = GameObject.Find("Main Camera").GetComponent<Camera>();
canvasRect = transform.root.GetComponent<RectTransform>();
}
private Vector2 ConvertEventDataDrag(PointerEventData eventData) {
return new Vector2(eventData.position.x / mainCamera.pixelWidth * canvasRect.rect.width, eventData.position.y / mainCamera.pixelHeight * canvasRect.rect.height);
}
private Vector2 ConvertEventDataScroll(PointerEventData eventData) {
return new Vector2(eventData.scrollDelta.x / mainCamera.pixelWidth * canvasRect.rect.width, eventData.scrollDelta.y / mainCamera.pixelHeight * canvasRect.rect.height) * scrollSensitivity;
}
public void OnPointerDown(PointerEventData eventData) {
velocity = 0;
dragCoordinates.Clear();
offsets.Clear();
dragCoordinates.Add(ConvertEventDataDrag(eventData));
}
public void OnScroll(PointerEventData eventData) {
UpdateOffsetsScroll(ConvertEventDataScroll(eventData));
OffsetContent(offsets[offsets.Count - 1]);
}
public void OnDrag(PointerEventData eventData) {
dragCoordinates.Add(ConvertEventDataDrag(eventData));
UpdateOffsetsDrag();
OffsetContent(offsets[offsets.Count - 1]);
}
public void OnPointerUp(PointerEventData eventData) {
dragCoordinates.Add(ConvertEventDataDrag(eventData));
UpdateOffsetsDrag();
OffsetContent(offsets[offsets.Count - 1]);
float totalOffsets = 0;
foreach (float offset in offsets) {
totalOffsets += offset;
}
velocity = totalOffsets / offsetsAveraged;
dragCoordinates.Clear();
offsets.Clear();
}
private void OffsetContent(float givenOffset) {
float newY = Mathf.Max(0, Mathf.Min(CaculateDeltaSize(), content.transform.localPosition.y + givenOffset));
if (content.transform.localPosition.y != newY) {
content.transform.localPosition = new Vector3(content.transform.localPosition.x, newY, content.transform.localPosition.z);
}
onValueChanged.Invoke();
}
private void UpdateOffsetsDrag() {
offsets.Add(dragCoordinates[dragCoordinates.Count - 1].y - dragCoordinates[dragCoordinates.Count - 2].y);
if (offsets.Count > offsetsAveraged) {
offsets.RemoveAt(0);
}
}
private void UpdateOffsetsScroll(Vector2 givenScrollDelta) {
offsets.Add(givenScrollDelta.y);
if (offsets.Count > offsetsAveraged) {
offsets.RemoveAt(0);
}
}
private void LateUpdate() {
if (viewport.rect != viewportOld) {
changesMade = true;
viewportOld = new Rect(viewport.rect);
}
if (content.rect != contentOld) {
changesMade = true;
contentOld = new Rect(content.rect);
}
if (velocity != 0) {
changesMade = true;
velocity = (velocity / Mathf.Abs(velocity)) * Mathf.FloorToInt(Mathf.Abs(velocity) * (1 - decelration));
offset = velocity;
}
if (changesMade) {
OffsetContent(offset);
changesMade = false;
offset = 0;
}
}
}
A nice article explains that the default targetFrameRate might be responsible for the unsmooth scrolling behavior of the scrollView. This can be resolved via:
Application.targetFrameRate = 60; // or whatever you wish. 60 turned out enough for us
Of course this setting is only effective if you have resolved the performance issues (as it is nicely explained by Phedg1).