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Fixed in 4.6.1
Votes
62
Found in
4.3.4f1
Issue ID
599920
Regression
No
Motion has hiccups/stutters on portable devices
There are motion stutters in some time intervals, if you look closely.
DUT:
Google Nexus 4 with Android 4.4.2
HTC ONE with Android 4.3
Unity versions: 4.3.4 and 4.5b6
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DarkNeo
Jun 23, 2015 00:35
I still have this problem with iOS devices too. I still need to test this on my brothers Android.
The best solution I have found so far, is setting my game to run at 60fps, Using FixedUpdate on my Character and leaving vSync on. any other options and combinations I try, the motion is very bad. This motion is decent however every now and then like after a couple of deaths or so the game stutters a fair bit but then it will stop after a while. It's very random.
I have been reading about this issue on the internet for weeks now and trying different things, I may have to submit a bug report to unity with a test of my game.
jacknorrisuk
May 14, 2015 18:04
This is still a problem for me; significant camera jitter on S6 Edge.
holdingjason
Apr 28, 2015 17:33
This stinks. Unity is not giving us any information on this issue and it is NOT fixed.
Create a scene with some 3D blocks with 1 unit gaps between them. Drop in a camera. Add script to camera that moves the camera using translate. You can do this in Update, LateUpdate, FixedUpdate change Time.xx to fixed, smooth etc. Change the vsync on or off. Set application fps or not. Nothing matters. Build this to an S3, S4 or whatever major android device and guess what jitter, jitter, jitter every few seconds. You notice it mainly if you watch the dead space between the cubes. Ruins the effect of a smooth side scroller.
transform.Translate( ( Vector3.right * 3 ) * Time.deltaTime );
ShokWayve
Apr 27, 2015 04:02
This issue still appears in Unity 5 Personal Edition. Any fixes?
Gopee
Mar 17, 2015 11:03
Shuttering issue still persist in Unity 5 personal edition both in iOS and Andoid devices.
Kiritsu Games
Jan 22, 2015 02:32
NOT fixed in 4.6.1 for Android builds. Even a most basic example of a few sprites translated with Time.deltaTime in Update will stutter on Android.
gravyy
Jan 06, 2015 19:06
That is my experience as well, BLASTERJOKER. Turning vSync on gives me 30 fps on iOS to start with. But after a few seconds I get down to 15 fps or lower. What works best for me is setting targetFramerate to 60 and turning off vSync, but that still stutters...
BlasterJoker
Dec 20, 2014 04:52
My experience is that this has not been fixed with unity 4.6.1. Still jittery/ has hiccups for android. Any one else still have this problem?
gravyy
Sep 21, 2014 20:25
I tried to set the Quality settings to "Fantastic" and it helped a lot, but still not perfect smooth motion, but much better.
theProtagony
Aug 27, 2014 16:31
I used a special time smoothing method and it works on iOS. But on Android, this problem persists no matter what.
So far, I have used Transform.localPosition changes in Update, FixedUpdate; lerping in either of them and eventually looked at the 2D Platformer sample and used their other method of rigidBody2D.velocity in FixedUpdate.
Results are notably better in the editor but on Android - there are still perceivable hiccups (not as bad as before). This is for an extremely simple game with less than 10 sprites moving around and being reused. Even on a test project with just 3 sprites, the severity of the issue is the same.
Seen on Galaxy Tab 3 7" and Nexus 7 2013.