[1010] horizontal mouse input Dont use "Time.deltaTime"
ni1chigo2115
This is probably the problem I'm still concerned about, but I think it's probably this issue.
If you are using Time.deltaTime as the VRC mouse input, please remove it.
Don't use Time.deltaTime for any mouse input.
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Faxmashine
Gah! It's very annoying. Every time the client hitches while the mouse is moving, the player's view goes
whoosh
. This shouldn't be difficult to fix...ni1chigo2115
problem
(HMD's current value) + (controler turning + mouseinput (e.g. 100pixel)) x time.deltatime (probably a more complicated formula) = turning movement . (actually the amount of turning n times more than the expected movement (100px))
fix
( controler turning x time.deltatime ) + mouseinput + HMD position = turning movement.
The correct formula should be the following.
In fact, we have to add sensitivity as well.
This problem is likely to be fatal for all but the most advanced FPS players USER and can be a big problem when you first enter the VRC!
(Low skill players and those who use a non-gaming mouse tend to use high sensitivity.
(Another issue unrelated to the agenda is that there is a problem with time.deltatime itself and some fluctuations in the fixed swivel values on the stick, but that problem has been resolved in the Unity 2020 version. We'll have to wait until we get to LTS).
The problem is that the mechanics of turning on the HMD-like mouse and the mechanics of the pad's turning value, which requires a per hour calculation, are completely different, yet
It's probably due to the fact that you are confusing and multiplying numbers that shouldn't be multiplied.
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ni1chigo2115
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おそらく問題となってるソースの処理
(HMDの現在値)+ (controler turning + mouseinput(例えば100pixel)) x time.deltatime(おそらくもっと複雑な式) = turning movement .(実際は想定してる移動量(100)よりもn倍された旋回量)
これを修正する場合
( controler turning x time.deltatime ) + mouseinput + HMD position = turning movement.
正しい数式は下記の式になるはずです。
実際はさらにsensitivityも加わります。
この問題は高度なFPSプレイヤーUSER以外には致命的になりやすく、初めてVRCに入った時に大きな問題になりうる可能性が高いです
( low skill player、ゲーム向けでないマウスを使う人はhigh sensitivityにする傾向がある)
(別の問題としてtime.deltatime自体に問題がありスティックでの固定旋回値にも揺らぎがありますが、その問題はUnity2020バージョンで解決されています。私たちはLTSになるまで待つ必要があります。)
この問題はHMDに近いmouseの旋回の仕組みと、時間当たりの計算が求められるパッドの旋回値の仕組みが全く別のものであるのに、掛け算してはいけない数値を混同して計算しているのが原因だと思われます。