When I mouse over my game view (e.g. wiggling the mouse in a small circular motion), I am seeing extremely long frame times. They instantly get better again when I let go of the mouse.
These get worse over time / seemingly as DOTS physics load increases (a little).
The kicker is, if I don’t focus my right screen (which holds the game view), the frame rate stays fine. Even if I completely disable my one input that takes something from the mouse (code attached), this doesn’t get better.
using UnityEditor.PackageManager.UI;
using UnityEngine;
using UnityEngine.InputSystem;
public class MouseCursor : MonoBehaviour
{
private RectTransform _rt;
public Texture2D cursor;
public Camera uiCamera;
public static Vector2 pitch;
private void Start()
{
_rt = GetComponent<RectTransform>();
//Cursor.SetCursor(cursor, new Vector2(15,15), CursorMode.Auto);
//Cursor.visible = true;
}
private void Update()
{
var position = Mouse.current.position.ReadValue();
_rt.position = position;
var relative_to_center = (position - Screen.safeArea.center);
relative_to_center.x /= Screen.width;
relative_to_center.y /= Screen.height;
relative_to_center *= 3.0f;
if (Mathf.Abs(relative_to_center.x) > 1)
relative_to_center.x = Mathf.Sign(relative_to_center.x);
if (Mathf.Abs(relative_to_center.y) > 1)
relative_to_center.y = Mathf.Sign(relative_to_center.y);
relative_to_center.x = Mathf.Pow(relative_to_center.x, 3);
relative_to_center.y = Mathf.Pow(relative_to_center.y, 3);
pitch = relative_to_center;
}
}
This is with Input System 1.1 on Unity 2020.1.
Question: Does Inputsystem do anything with, or make any assumptions about DOTS, any of its system groups, or DOTS physics in particular? Going on a limb here, but that was the last thing I was working on.
I repeat: There is no mouse input code in the game now, and it still does this.