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When I started development, Vsync was the standard and these technologies that abolish tearing weren't even around. It is some comfort that the...
Based on what you've said, you'd be my ideal user. Now, hardcore and/or knowledgeable is the ideal, but the reality is most won't fall into any of...
That is very interesting. Yes your suggestion seems promising based on that. And my inputs are being managed and stored separately already so...
We're kind of talking about the same thing but in parallel universes lol. Sure, in the PC world I'm sure you're right. But in arcade and consoles...
Except... they kind of haven't! If you're developing anything resembling a deterministic game where combos timings are needed, exact gaps between...
I really have to thank you for not only going through the trouble of finding a solution, but documenting it here. Like you I have been totally...
I don't think I can get it wrong because the presenter in that video and me are the same person. Everything I'm saying here in this thread is...
Yeah I already mentioned why it would register twice. On a random frame there will be two FixedUpdates between an update call. And remember,...
This is why it's a problem. The background polling happens at unknown intervals (could be 4x every FixedUpdate, could be 3x... or none... as its...
Exactly. Although I wouldn't say it's 99.99% of games. There are plenty of fighting games, beat-em-ups, rhythm games, and even oldschool 2D action...
I'll add this because someone will likely consider this possible fix as well. I briefly considered putting all of my update logic in FixedUpdate,...
Yeah I agree that I wouldn't expect 61fps, but that's a guarantee that Unity doesn't give us. As an example, lets say you have an oddball monitor...
The higher refresh is increasing the update calls. That's how it's supposed to be of course so it's not a surprise to me that 120hz doubles the...
Thanks for your replies. Yes the specific issue is that Application.targetFrameRate is not being respected. It is overriden by Vsync. So the...
I've been creating my game using the principles of framerate independence (time.deltaTime). However, after extensive testing I realized my game...
This is the official support thread for my newly released asset: VariaBULLET2D Complete Projectile System....
Support thread moved to: https://forum.unity.com/threads/released-variabullet2d-complete-projectile-system.750329/
Well, I should say that even while having the problem I ran a build and the FPS seemed as stable as I would want it to be. So I concluded that it...
I too just started experiencing this GFX.WaitForPresent issue in the profiler and I think I have an interesting test case that can eliminate many...
There are a lot of different aspects that make a game "pixel perfect," it's not just one thing. Visual distortions that stretch and blur pixels...