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Attached Mesh Renderers Lagging Frames In Cameras #151
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I'v noticed this alot we have been doing weekly dance events since the release of resonite. when we take pictures while dancing meshes on the avatar move. Multiple people have taken these pictures and still have the same problem. seems to occur alot during fast movement since pictures when we are standing still are normal. |
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The implication that at the moment there is not a way of consistently transforming renderers per frame is quite concerning, especially in an application which touts its ability to have synchronized real time data updates. Is this a fundamental flaw of the architecture, or an oversight of how the current Unity renderer is being used, or something completely different? Side note: this issue happens all the time, I'm constantly looking back on screenshots and seeing it everywhere and it's really disheartening. |
This is definitely a bug, there's no functional/intentional reason to have meshes lag like this and produce inconsistent results. I've actually looked into this in the past and tried to schedule the rendering to happen at the moment with everything else, to ensure this won't happen, but it didn't help. It is a bit odd, because it should be submitting the rendering at the same time when all meshes were already updated. I think I have a hunch on what would help fix this though and might need to update where the rendering happens. But we might also need to force the skinned mesh recalculation to happen for these renders, which might trigger more instances of crashes. I can have a look at some point regardless though and see what could help it. |
This also happens to things that are parented to the bones of dynamic bone chains. |
Describe the bug?
I've managed to catch several instances where taking an in-game screenshot will capture a mesh renderer that is attached to an avatar seemingly updating slower than the actual avatar. This is especially visible at high speeds where clothing, attachments, and even interactable items will lag frames behind the actual armature.
To Reproduce
Expected behavior
The attachments should be moving 1:1 with the avatar's armature. Although this seems to look like the case in game, it may actually be a single frame delay that's not noticeable normally.
Screenshots
An example where my choker and earring is lagging the motion of my avatar in a screenshot:
Spex legs moving (pants lagging):
Spex while moving (bursting out of their clothes):
Resonite Version Number
2023.10.13.743
What Platforms does this occur on?
Windows
What headset if any do you use?
Desktop, Valve Index
Log Files
No response
Additional Context
No response
Reporters
LuxKitty, Spex
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