I am getting a camera jitter issue when the mouse is moved, the cursor is locked.
The mouse is not connected to any inputs in the game.
I have walked back everything and completely disconnected the mouse input from the character controller and I am getting a “hiccup” in the render that looks like some sort of cpu/gpu bounding but there are no load spikes in profiler nor is there any FPS drop.
Anytime I move the mouse I get jitter even though the mouse input is not connected to anything. I have the camera rotating with a simple rotation script not connected to mouse input. when i move the mouse I get jitter in the camera, but appears to not be related to render and can’t possibly be related to the transform movement.
Any ideas what could cause jitter with mouse movement when the mouse input is not connected to anything in the thread would be appreciated.
I have renamed the mouse axis just to see if it would throw errors to see if there were any other script accessing the mouse X/Y axis input in the thread and there isn’t.
The mouse input is definitely not connected to any script in the thread and yet anytime I move the mouse I get camera jitter.
This has to be some sort of internal engine bug or glitch in 2018?
The mouse input is completely removed from anything in the thread. There is no code using mouse input.
I have renamed the axis just for that purpose. The issue it appears has something to do internally with how unity is accessing the mouse driver, perhaps?
Yah, I’ve done that. Nothing visible to indicate a problem in profiler. I’ve spent hours hunting down this issue in the profiler and I know for a fact the issue is not related to scripting or rendering.
What I know for certain is mouse movement is causing it even without the mouse input connected to anything in the build.
Woot, issue resolved with driver updates. Must have been a driver issue. Though the nvidia driver I had installed was the previous release so it wasn’t that old.
My G602 mouse driver had an update last October and it was a fairly old driver.
Now I can finally get back to work and stop chasing my tail.
The funny thing is that I did some nice optimizations of my build trying to fix this.
I learned that shadow cascades causes the camera to render for each cascade which is stupid. Better to remove cascading altogether than suffer the performance hit of rending 5 layered cameras 4 times.