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[Unity]: SteamVr HTC Vive weird FPS issue #280
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Copied from: https://steamcommunity.com/app/358720/discussions/0/341537671986065508/ Removing all garbage generation from the SteamVR Unity SDK plugin Hey everyone, The Unity plugin missed a few spots where garbage was generated. I managed to fix all the issues and posted them over at the Unity forums. Hopefully the next version generate zero garbage while it does its thing. Link to the discussion[forum.unity3d.com] Takeaways include. Disable "Update Dynamically" on all SteamVR_RenderModel scripts. This will disable button clicks and trigger moves. The Update Dynamically causes a lot of garbage because it uses a foreach loop on the enumerator. Couldn't figure out how to make that into a for loop. Foreach loops generate garbage in Unity's version of Mono. Hope that the Unity devs at Valve can fix this for the next release! Took a while to track down these garbage issues but now I am happy to report I get zero generate garbage while running my scene. Weee! |
Hey, original poster over at the Unity forums. Happy to answer any questions about my implementation to remove all the garbage. I think snippets of all the code are on the Unity answer forum page. Happy to post again here if needed. |
Many developer have problem with FPS using SteamVR Plugin for Unity (this problem is now only for HTC controller, etc..) Please see:
https://forum.unity3d.com/threads/steamvr-htc-vive-weird-fps-issue.426904/
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