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
- Addressables Report window UI is broken when opening via Build > New Build > Default Build Script
 - Addressables Profiles window UI break when creating a new Variable with a long name
 - No character limit when renaming Profile in Addressables Profile window, allowing excessively long names
 - Blurry, low quality Active Profile icon used in Addressables Profiles window
 - Tree Asset Preview window is not updated after assigning a new Material
 
Resolution Note (fix version 2022.1):
Fixed in 2022.1.0a6