(SEE ATTACHED PHOTO)
I’ve had a gut feeling (along with others on this forum) that Unity Touch Input (Android and iOS) is around twice as unresponsive as natively programmed apps when dragging or swiping, and for games especially, this is a serious issue. User responsiveness should be the core upon which audio fidelity and graphical glitz is built, not a hobbled afterthought.
I recently noticed my Android Tab3 Tablet had a setting for ‘Show Touches’.
Settings->Developer Options->ShowTouches
I managed to get an actual photo mid swipe which clearly shows that Unity Input exhibits lag TWICE that of the OS / other apps. The OS generated dot assumedly shows lag due to hardware issues. A cube in Unity shows itself WAY behind the OS dot, exactly twice the lag.
It is as if our C# scripts are being fed stale (or interpolated?) data rather than poling the device for fresh raw input, even when using Input.GetTouch(0).position rather then Input.touches[0].position.
My questions are…
Is there a way round this within Unity without complicating matters with Android native code or plugins? (I use Unity precisely to avoid custom Android / iOS code!)
If not, is there a solid, unavoidable technical reason why Unity developers are handicapped in this way?
If direct polling is possible, but just not implemented, surely this a serious bug or feature request issue do you think?
Thanks Experts!
