I'm using Unity3D 5.3 version. I'm working on a 2D "Endless running" game. It's working normally on PC. But when I compile it to my phone, all of my gameobjects are shaking when they are moving. Gameobjects are in a respawn loop. I'm increasing my Camera's transform position x. So when my camera is in action, all of the other objects look like they are shaking a lot and my game is working slowly on my phone as a result. I tried to play my game at Samsung, on discovery phones. It's working normally on some of them. But even on some Samsung devices it's still shaking. So i don't understand what the problem is. Can you help me with this?
One thing you can do is start optimising, if you have a game that is either finished or close to it. If you open the profiler, click "Deep Profile" and then run it in the editor on your PC, you'll get a very detailed breakdown of what is using the most resources within your game. Generally it's something like draw calls or the physics engine doing unnecessary work.
Another thing that might help is to use Time.deltaTime, if you aren't already. If the script that increases the transform doesn't multiply the increase by Time.deltaTime, then you're moving your camera by an amount per frame rather than per second, which means that if you have any framerate drops for any reason, the camera will move a smaller distance and that could be throwing out some of your other calculations. Using Time.deltaTime won't improve your framerate, but it will make your game framerate independant, which is very important.
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We currently are working on a multiplayer game with Unity Netcode. The game is a racing game with relatively high speed. The player objects get synchronized with the Network Transform component.
We have the problem that the player is lagging a little bit (or junpig some steps forward instead of moving smooth).
The interpolate setting on the Network Transform makes it a little bit better but not completely.
Something we could observe is that when the own camera isn't moving, the other player isn't lagging at all, but since we have a racer game the camera moves all the time.
We could finally fix the problem. More information: https://forum.unity.com/threads/how-to-prevent-jitter-with-network-transforms-in-netcode.1387044/#post-8733624
Firstly, I've built for the Quest and checked the Unity profiler - everything seems good.
The weird thing is, when I move my head from side to side I don't see any framerate drops in the profiler but I see a noticeable stutter/lag in the headset. When my head is still or even just rotating, everything looks great, there's no stutter at all.
This stutter only occurs when I'm close to my UI and moving my head. When my head is static or rotating, it's all good. If I move back from the UI, there's no stutter either.
I don't think that it's an issue with too complex geometry or materials, as surely this would show up as a framerate drop in the profiler. I'm guessing that the camera movement is causing some kind of frame mismatch which (for some weird reason) isn't showing up in the profiler.
Does anybody have any ideas as to what might be causing this?
Well, I found the issue after narrowing the issue down to a specific set of GameObjects. It seems that the issue was being caused by a custom 'Dissolve' shader I was using. After setting the shaders back to 'standard' the problem went away! Weird...
This happens if your game FPS is lower than the device refresh rate.
For example if the headset is displaying 90 frames per second and your game is only able to render 70 frames per second, the headset needs to reuse a rendered frame every few frames.
When the game doesn't provide a rendered frame in time the device will just take the last rendered "image" and adjust it to the changed headset position and rotation. If it's a rotation change only, you will not notice, because the headset can easily just rotate the last image. But if it's also movement, the device can't simulate the difference of movement of close objects versus far objects on the image, so if you are moving an object close to a camera (e.g. your hand), it will stay at the same position for two frames (every few frames), which will make it look like it's stuttering.
I am working on roulette(Casino Style game) game project in Unity3D.
I am rotating a ball around a wheel and wheel is also rotating on its own axis in fixed update.
I am using transform.RotateAround function to rotate the ball around the wheel and i am also decreasing ball's speed in fixed update.I am assigning a random initial speed to ball within a range such that it always stops on different position each time .
For testing purpose i kept the initial ball speed to constant and check it in unity editor such that every time it rotates it always stops on the same number.
I build this project to android and PC .Though the ball stops on the same number each time in both android and PC build but the result is different in both of them.
For example- Every time ball rotates it stops on number 8 in android and number 20 on Pc each time.
Can somebody please suggest me some ways to obtain same result on different devices?
Why it is happening? Is unity physics behaviour is different in different processor?
and please explain me how to fix that .
Unity has a fixed time step, so that isn't the cause of the differences as one might expect. Physics simulations are incredibly complex things, so I'm not going to pretend that I know exactly why you're seeing differences. However, I would imagine it is to do with floating point precision differences between your computer and a much smaller phone processor.
One way to test this would be to run the simulation on another computer, and compare the results to the both of your current devices.
This is posted here since this is Xbox specific, but I am also posting this onto the Unity forums.
When testing my Unity game on Xbox One I am getting a very large amount of visual "jitter" from the ball. This is a skeeball game where you control the movement of the ball. Essentially the core of the movement is similar to the Rollerball tutorials. On PC this works fine and there are no perceptible jitters. However, on Xbox, I am seeing this a lot more. The object is travelling large distances with the camera following smoothly behind. None of the other objects or scenery are affected, I actually think the camera itself is moving perfectly. But, the ball itself seems to glitch.
Changing my camera movement to LateUpdate seemed to minimize it the most on the PC, but that doesn't make sense to me since I am still not convinced the camera is the problem.
Any help would be greatly appreciated. Perhaps a quality setting isn't placing nice with the Xbox?
Thanks!
Nick
Keep in mind the clock speed of the CPU on the Xbox is likely much slower than your PC (although there are more cores).
Unity is primarily single threaded, so that could explain the performance difference. Here are some things you can try:
* Make sure you are running the "Master" build on Xbox. The default is "Debug" which is significantly slower.
* It's possible it's something with the physics.
Once you've checked to make sure you aren't running Debug, the next step would be to use the Unity profiler to see where your frame time is being spent, then depending on what the cause is optimize that part.
Here is more information on the system resources:
https://learn.microsoft.com/en-us/windows/uwp/xbox-apps/system-resource-allocation
There is also a great post about the graphics debugger here:
https://tarhik.wordpress.com/2017/09/04/antimatter-instance-dev-log-entry-2-using-microsofts-graphic-debugger/
It looks like switching the RigidBody to use "Extrapolate" instead of "Interpolate" fixed the issue I was seeing. I am not sure if this works for every situation, but for the scale of the levels and the player physics of my game this seemed to do the trick.
I am in the process of putting together an app using the Google Cardboard SDK. The user will be able to use the app with or without cardboard. So, there is a switch button inside the app, that activates and deactivates stereo rendering.
The app also uses the Vuforia SDK to track image targets. If a specific target is recognized, some 3D objects above the target and a particle system starts to emit particles.
Everything works fine in non-stereo mode. Particles are emitted and falling correctly as intended. They should simulate snow. Also if the user turns the image target to an angle, the 3D objects above fall down.
When switching to stereo mode, the physics are messed up completely. The snow particles are not falling anymore, they seem to "teleport" around the screen. Also the 3D objects do fall upwards, with a really heavy negative gravity. Timescale seems multiplied several times, but is not - I double checked that. Gravity also does not change when switching between non-stereo and stereo rendering.
Everything works fine in Unity Editor in moth modes. It only appears on the device, which is an iPhone 5.
Cardboard SDK is version 0.52, which is the newest.
Unity is version 5.3.1.
Vuforia is 5.0.6, which is not the newest, but release notes do not indicate a fix concerning physics. Will update it anyway as a next step.
Vuforia is 5.0.10, which is the latest version.
I double checked gravity and timescale, which are not changing when switching between modes. I have a hard time figuring out what might cause the physics to mess up.
EDIT:
I did some further investigations. I made me a little gizmo sitting always in front of the camera but getting the rotation of the Unity world space axes, so I know the 3D-world is oriented in relation to the camera. And it turns out, that when in VR mode with the Google cardboard camera system, the world does spin around the camera heavily. I managed to hold the test device in a way, so it is slowing down and almost freezing, but I have no explanation for the effect yet.
I managed to get my setup right again. Unfortunately I did not find the source of the weird behavior. But By deleting the Vuforia Prefab and the Cardboard Prefab and adding them again to the scene, the problem was solved.