After reading this and the other thread that is linked to heavily here, I guess we can agree that it’s an Unity bug.
The following feedback item contains is a link to a lengthy bug-report (Case 977641) discussion:
https://feedback.unity3d.com/suggestions/time-dot-deltatime-with-vsync-is-not-constant-causing-visual-jitter
… where Unity QA replied on 20th Feb 2018 with:
Regarding the Editor and Standalone difference: Unity Technologies recommends to profile a build if you want to get the most accurate performance and memory results.
Unite Seoul 2018 - When optimization goes wrong
See 5:03min why profiling in the editor often leads to incorrect assumptions.
The following quote is from an Unity engineer who seemed to have found the culprit why the jitter is more noticeable in the editor, link to post below.
The first thing I have discovered is there is a big difference between Editor and Standalone Player on Windows. In the standalone player, the code calls timeBeginPeriod(1) whereas in the Editor it does not. For the difference, have a read of this:
Windows Timer Resolution: Megawatts Wasted | Random ASCII – tech blog of Bruce Dawson
Now if you think about it, this makes sense, because in the Editor you are typically multitasking, maybe you are at a Game Jam, you want your battery to last as long as possible. In the Standalone you are saying “I want the game to be as smooth as possible”. So that’s why animation is particularly uneven in the Editor.
Hello everyone,
OK so I've been spending a couple of days on this, performing little experiments inside and outside Unity to try and figure out what has been going on. I won't say I've got to the bottom of everything, but I discovered some stuff which I'll share with you. If anyone else has some more findings I'm keen hear it too!
The first thing I have discovered is there is a big difference between Editor and Standalone Player on Windows. In the standalone player, the code calls timeBeginP…
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