Search Issue Tracker
Fixed in 2022.1.X
Votes
0
Found in
2022.1.0a2
Issue ID
1352668
Regression
No
Mouse look script is frame rate dependent in the URP template project
In the empty URP project template, inside Assets/Scripts/SimpleCameraController.cs, there's this like of code:
// Rotation
if (IsCameraRotationAllowed())
{
var mouseMovement = GetInputLookRotation() * Time.deltaTime * 5;
It incorrectly multiplies the mouse movement by delta time, causing it to become frame rate dependent. Mouse input is already frame independent as it's expressed in raw movement units, rather than a state (like keyboard keys) that affects movement over time.
Reproduction steps to see it in action:
1. Create an empty URP project
2. Enter playmode
3. Hold down the right mouse button to enable mouse look, move the mouse and notice its sensitivity.
4. Go to gameview settings and enable VSync
5. Hold down the right mouse button to enable mouse look, move the mouse and notice that the sensitivity isn't the same as it was before enabling VSync.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- MeshRenderer.sortingLayerID cannot be changed when change is being done in a built Player
- Warnings related to App Icon are being thrown when building project to VisionOS Platform
- [Mobile] Developer Console does not appear when an error is thrown
- [HDRP] Game view renders artifacts when Camera's Component "Post Anti-aliasing" is set to "TAA" and Dynamic Resolution's "Forced Screen Percentage" is changed
- A deactivated Prefab's name color becomes white when a GameObject in the scene is deactivated
Resolution Note (fix version 2022.1):
Fixed in 2022.1.0a6