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
- "Shader warning in 'Hidden/Light2D': implicit truncation of vector type" is thrown when building Universal 2D template
- AI Assistant breaks compilation of packages using System.Runtime.CompilerServices.Unsafe via auto-referencing
- Unity Hub checks the "Documentation" module by default on the 6.4 and 6.5 streams despite that it was unchecked with the previous installs
- Shortcut that toggles between Dopesheet and Curves Views in the Animation Window's Timeline is mislabed
- Property List Items Overlap onto the Property List's top edge when scrolling through a long Property List
Resolution Note (fix version 2022.1):
Fixed in 2022.1.0a6