Hi, as in the title, Time.deltaTime returns impossibly tiny values in some frames. This in turn breaks calculations in our code where it is present. I haven’t found any project setting that changes this behavior. It happens even in an empty test scene with nothing but a logger.
Tested with both LibOVR and OpenXR as OVRPlugin.
The calculated (Time.time - lastFrameTime) in those frames is equal to 1/65536, which is two full bytes (might have some meaning?).
Has anyone submitted a bug report and can reproduce the problem with consistency? Have you only been able to reproduce with Oculus, or have you seen this with base Android or any other platforms? If you can reproduce the problem, please submit a bug report and explain the exact steps needed in order to cause time.deltatime to end up in this state.
I have a code that should be framerate independent, but it isn’t.
After long debugging session, I found out that Update() isn’t called once per frame or that Time.deltaTime is wrong.
I am on unity 2021.3 LTS and also tried on 2020.3 LTS. On 2021.3 LTS is not that noticeable as in 2020.3 LTS, but can be easily detected trough Debug.Log()