• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
Question by benjaminoutram · Feb 08, 2017 at 10:45 AM · movementcamera-movementjitterjitteringjittery

Jittery camera motion in GearVR when moving camera - nothing seems to work.

I have a very simple scene that runs at a very $$anonymous$$gh frame rate, but when I try to make the camera move, the movement is jittery causing it to look like a very low frame rate.

I have read elsewhere about moving the camera in FixedUpdate, LateUpdate, or Update, but not$$anonymous$$ng seems to work.

I have also tried setting Application.targetFrameRate in Start(), and also QualitySettings.vSyncCount = 0; I have also tried using a normal camera and the OVRCameraRig.

Not$$anonymous$$ng seems to work from what I have read. In the editor, there doesn't seem to be t$$anonymous$$s problem, only when compiling and running on GearVR (and using a bluetooth joystick to control movement).

Here is the code that I am using to move the camera. The Camera is placed as a c$$anonymous$$ld of an empty GameObject with the following script attached to the GameObject:

 using UnityEngine;
 using System.Collections;
 
 public class SimpleCameraMove : MonoBehaviour
 {
     Camera cam;
 
     Vector3 origPos;
     Vector3 pos;
 
     float controllerSpeed = 0.5f;
     float displacement = 0f;
 
     void Start()
     {
         cam = Camera.main;
         origPos = t$$anonymous$$s.transform.position;
     }
 
     void Update()
     {
         displacement += Time.deltaTime * controllerSpeed  * Input.GetAxis("Horizontal");
 
         pos = new Vector3(origPos.x + displacement, origPos.y, origPos.z);
 
         transform.position = pos;
     }
 
 
 
 }


I am sure others must have been having t$$anonymous$$s problem, and I have searched around but none of the solutions I have come across have worked. Please help.

Comment

People who like this

0 Show 0
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
Best Answer

Answer by benjaminoutram · Feb 24, 2017 at 09:32 AM

I figured out the solution! It seems that the environment I had created was working fine on a decent computer, but was struggling very hard to run on the Galaxy S6 (even though it was a very simple scene - maybe there were some t$$anonymous$$ngs that were not optimized for mobile in it). I was fooled into t$$anonymous$$nking that it was running at a faster frame rate than it actually was because of the technique that is used to reduce simulator sickness of moving the frozen frame in front of the user as the user moves. However, moving the camera in the scene reveals the slow frame rate.

The solution is to optimize the scene or use a simpler scene, or use a profiler of some sort to check the actual frame rate of your app on the android device. Don't get fooled by the (very effective) simulator sickness reducing tricks.

Comment

People who like this

0 Show 0 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image

Answer by Unity-Nikos · Feb 12, 2017 at 05:52 PM

Had the same issue till a few hours ago. Try setting both Fixed Timestep and Maximum Allowed Timestep to 0.0166666 in TimeManager Settings and Application.targetFrameRate = 60. Then also experiment with FixedUpdate

More info here https://developer3.oculus.com/documentation/game-engines/latest/concepts/unity-build-android/

Comment

People who like this

0 Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image benjaminoutram · Feb 24, 2017 at 07:42 AM 0
Share

Thanks for your response. This has not fixed the problem for me. I am going to try remaking the app for another platform and see if I get the same issues elsewhere. In addition, following the advice on the instructions in that link, specifically the one to do Tools > Oculus Create store-compatibile AndroidManfiest.xml created an error at compile to Android time.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

86 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Movement jitter every few seconds 1 Answer

Jittery FPS Camera when moving 3 Answers

Gravity controller is buggy 0 Answers

Jittery Movement - specific mechanics in mind 0 Answers

Rigidbody FPS Controller Camera Jitter (Cinemachine) 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges