Hi there,
So the last 2 months I had been reworking my PlayerController to be rigidbody based for the sake of having more interactions with rigidbodies i.e. pushing objects. This went all pretty well, until I started testing my game in a standalone build. I immediately noticed strange jitter/stutter in the background (the player runs smooth) when v-sync is turned off (with v-sync is turned off my computer runs the game at 300fps+). At first I thought it had something to do with Cinemachine, I’m using CinemachineFreeLook, but to be honest as of now I’m unsure if Cinemachine is what’s causing the jitter/stutter. Something worth noting is that the jitter/stutter is not constant, while the fps seems constant the jitter/stutter might go away for like 20 seconds and come back after. I have obviously done alot of research the past week and have been reading plenty of posts about FixedUpdate vs. Update, but unfortunately without any luck.
I tried to add as much information as possible to this post to give a good understanding of my project, but first the stuff I already tried;
- Changing the Fixed Timestep from 0,02 to 0,01. (This kind of works, but I would like to prevent changing the Fixed Timestep)
Turning on interpolate/extrapolate. (Now there is jitter with both v-sync turned on and off) - Changing the CinemachineBrain Update Method to FixedUpdate/LateUpdate instead of SmartUpdate.
- Deconstructing the scene and removing some heavy on performance stuff like Volumetric Lighting and Planar Reflections.
- Creating a really barebones PlayerController with only the code to move the player.
- Removing the library folder of my project. (Read this somewhere online, but no luck)
- Turning of my Xbox One controller, to make sure there is only one input in use.
- Swithed the building from Windowed Fullscreen to Exclusive Fullscreen.
- Turned off one monitor while testing.
- Move all my code to FixedUpdate.
- Added these 3 scripts and changed the Script Execution Order (Couldn’t get this to work)
- Put the input logic in FixedUpdate.
Below you can see both my movement scripts, one is part of my actual PlayerController, while the other was the one I wrote for the barebones Player.
void FixedUpdate() {
_isGrounded = Physics.CheckSphere(_groundChecker.position, GroundDistance, Ground, QueryTriggerInteraction.Ignore);
_inputs = Vector3.zero;
_inputs.x = Input.GetAxis("Horizontal");
_inputs.z = Input.GetAxis("Vertical");
_inputs.Normalize();
if (_inputs != Vector3.zero)
transform.forward = _inputs;
_body.MovePosition(_body.position + _inputs * Speed * Time.fixedDeltaTime);
}
This is the script I wrote for the barebones player controller.
void FixedUpdate() {
if (pushControllerScr._pushBlocker) {
input = Vector3.zero;
} else {
input = new Vector3(InputManager.MainHorizontal(), 0, InputManager.MainVertical());
}
RunAxis();
inputDir = input.normalized;
inputDir.Normalize();
// Makes the player able to move, while not landing or being dead
if (!landState && !climbManagerScr.isClimbing) {
Move(inputDir, running);
}
}
void Move(Vector3 inputDir, bool running) {
if (inputDir != Vector3.zero) {
float targetRotation = Mathf.Atan2(inputDir.x, inputDir.z) * Mathf.Rad2Deg + cameraT.eulerAngles.y;
transform.eulerAngles = Vector3.up * Mathf.SmoothDampAngle(transform.eulerAngles.y, targetRotation, ref turnSmoothVelocity, GetModifiedSmoothTime(turnSmoothTime));
}
float targetSpeed = ((running) ? runSpeed : movementSpeed) * inputDir.magnitude;
stateInfoBaseLayer = _anim.GetCurrentAnimatorStateInfo(0);
if (stateInfoBaseLayer.IsTag("Climbing") || stateInfoBaseLayer.IsTag("Standing")) {
currentSpeed = 0f;
} else {
currentSpeed = Mathf.SmoothDamp(currentSpeed, targetSpeed, ref speedSmoothVelocity, GetModifiedSmoothTime(speedSmoothTime));
}
if (stateInfoBaseLayer.IsTag("AirIdle") && currentSpeed > walkSpeed) {
currentSpeed = walkSpeed;
}
velocity = transform.forward * currentSpeed + Vector3.up * _rb.velocity.y;
if (_capsuleCol.enabled) {
_rb.MovePosition(_rb.position + velocity * Time.deltaTime);
}
}
This is what I actually use in my PlayerController Script
Below you can see some footage of the jitter/stutter. It was quite hard to capture it, since using any recording software like OBS dropped the fps in my game to a point where the jitter/stutter was disappearing. Sorry for the phone recording, but this was honestly the only way.
Footage of my game showcasing the jitter/stutter especially noticable around the yellow ship.
And finally here’s an album with some relevant settings in the inspector. Imgur Album