You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
It is also a continuation of the issue post below, I decided to remake it because the current issue became a completeley separate thing from the original one. ExtendRealityLtd/Tilia.Trackers.PseudoBody.Unity#45
Pre-check
Do not use the issues tracker for help or support, instead try the official Slack channel, official forum or Stack Overflow.
Do a quick search and make sure the issue has not already been raised, if it has then add to the existing issue if required.
While it is true that I was able to reproduce this fix, there is a lack of fine detail as to what steps to take and I would like to know with greater certainty which processors I am supposed to disable and which I am not.
Experimenting on my own might just lead to breaking the entire player prefab.
To quote a previous response:
The only issue is that I don't know what to do with this information. I don't know how VRTK works and as such, I find it unsafe to attempt to implement a solution without verifying things with you first. [...] The other thing I would like to know is what is the due process for this, do I disable the original moment processor once reassigned? What about the observer? What about processors that are linked to each other? What do I disable/remove and what do I leave be? I dont have any way of knowing.
The text was updated successfully, but these errors were encountered:
And why isn't the change in the moment processors applied to the GitHub version? Is there something about this reordering that doesn't work in some scenarios? Doesn't everyone want their objects to be locked tightly to the player's hand?
I selected every moment processor and set it to "fixed update" on a whim, I thought this fixed the issue for a minute, but it actually made the world stutter instead of the player, which was quite amusing.
I PORTED THE BARE MINIMUM FROM MY GAME INTO A NEW PROJECT IN CASE IT MAY HELP.
It contains:
Player (has some missing refs but no console errors should appear)
Cube
Textured Wall
.
The best way to spot the issue is to just grab the cube and move around, it should have a lag/ghosting effect.
It is also effective to walk face-first against the single textured wall in the level, the screen will begin jittering (as if the camera moved back and forth at high speeds). https://gofile.io/d/gEImic
THIS IS A RE-OPENING OF A PREVIOUS ISSUE. ExtendRealityLtd/VRTK#1992
It is also a continuation of the issue post below, I decided to remake it because the current issue became a completeley separate thing from the original one.
ExtendRealityLtd/Tilia.Trackers.PseudoBody.Unity#45
Pre-check
Environment
Steps to reproduce
Same as ExtendRealityLtd/VRTK#1992
Expected behavior
There is no perceptible lag with objects or stuttering with camera rendering.
Current behavior
Same as ExtendRealityLtd/VRTK#1992
But ExtendRealityLtd/VRTK#1992 includes a fix, why not just use that?
While it is true that I was able to reproduce this fix, there is a lack of fine detail as to what steps to take and I would like to know with greater certainty which processors I am supposed to disable and which I am not.
Experimenting on my own might just lead to breaking the entire player prefab.
To quote a previous response:
The text was updated successfully, but these errors were encountered: