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Freelook camera rotation speed dependent on framerate

Discussion in 'Cinemachine' started by baumxyz, Jul 25, 2021.

  1. baumxyz

    baumxyz

    Joined:
    Mar 31, 2017
    Posts:
    107
    Hello,

    I have already researched online about this problem and came across this thread:

    https://forum.unity.com/threads/cinemachine-and-framerate.529992/

    I am working on a third person platformer and use mouse delta or the right analog stick to rotate the camera around the character. When I limit my framerate to 30 the camera is much slower than when I don't limit the framerate and have over 100 or even 200 fps. I am using Unity 2020.3.11f1 with Cinemachine 2.6.5 and my camera uses CinemachineFreeLook. I also use the new input system.

    This is how my configuration looks like:

    upload_2021-7-25_11-35-21.png

    and

    upload_2021-7-25_11-35-38.png

    What am I missing? The camera should have the same rotation speed on any hardware. The game does have an option to adjust the camera movement speed, but the behavior is still far from optimum.

    Thanks in advance!
     
  2. baumxyz

    baumxyz

    Joined:
    Mar 31, 2017
    Posts:
    107
    Anyone? :(
     
  3. Gregoryl

    Gregoryl

    Unity Technologies

    Joined:
    Dec 22, 2016
    Posts:
    7,724
    I agree that the speed in this case should be framerate-independent. Can you prepare a test project and log a bug?
     
  4. Deleted User

    Deleted User

    Guest

    It seems like I'm encountering exactly the same bug ; has there been any fix done or workaround discovered ?

    Currently using :
    - Unity 2020.3.31f1
    - Cinemachine 2.6.11 (tried to update to 2.8.4, same issue)
    - InputSystem 1.3.0

    I can try and produce a test project reproducing the bug if it has not been fixed yet.
     
  5. Gregoryl

    Gregoryl

    Unity Technologies

    Joined:
    Dec 22, 2016
    Posts:
    7,724
    What is your input system update mode?

    upload_2022-4-13_19-59-28.png
     
  6. Deleted User

    Deleted User

    Guest

    Hello Gregoryl,
    Sorry for the late response, thank you for answering !
    We are currently using same setting as on your screenshot (Process Events In Dynamic Update). I tried changing it but that did not fix the problem.

    I was however able to create a small project reproducing the issue: should i link it here or log a bug directly ?
     
  7. Gregoryl

    Gregoryl

    Unity Technologies

    Joined:
    Dec 22, 2016
    Posts:
    7,724
    Best to log a bug. That way it will get properly tracked.
     
  8. Deleted User

    Deleted User

    Guest

    Will do ! thanks a lot !