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Fixed in 2019.3

Fixed in 2019.1, 2019.2

Votes

44

Found in

2019.1.0b1

2019.1.2f1

Issue ID

1157271

Regression

Yes

[Oculus GO][Oculus Quest] Object is jittering when position is being affected by Time.deltaTime

XR

-

To reproduce:
1. Open attached project "QuestJitter.zip"
2. Build and run for Oculus Quest
3. While in application, observe the moving object

Result: the object is jittering resulting in blur-like graphical artifacts

Reproduced in: 2019.1.0b1, 2019.1.5f1, 2019.2.0b5, 2019.3.0a5
Not reproduced in: 2017.4.29f1, 2018.3.14f1, 2018.4.1f1,2019.1.0a15

Note: can be reproduced on any project as the only condition is using Time.DeltaTime

Comments (13)

  1. F6433b6e94ca4e5d127a18863b193d4a?d=mm

    badradio

    Oct 25, 2019 07:30

    Hi all! Using 2019.2.0f1. I experience jitter/skipping frames when moving my head up/down, left/right on Oculus Quest (content made in Unity), BUT it only appears when I use OBJ files imported into the library and into the scene from other sources, not from Unity`s library. None of the suggested solutions to this so far could help. Anything from within the Unity contents in the scene runs smoothly.

  2. 623df3c5d2745c5a18d86c8c75dc2a1b?d=mm

    Robmymhealth

    Aug 23, 2019 13:33

    This is still an issue in 2019.3.0a12

  3. 271536309c0578a7b9d9551f5f8fcfa3?d=mm

    blackfox_studio

    Aug 05, 2019 00:22

    Bug Still present on Unity 2019.2.0f on Oculus Quest

  4. 271536309c0578a7b9d9551f5f8fcfa3?d=mm

    blackfox_studio

    Aug 04, 2019 23:45

    Still present on Unity 2019.2.0f1 deploying on Oculus Quest

  5. 088576c134123b000c670766fe320a5f?d=mm

    herb_nice

    Aug 02, 2019 19:14

    this issue sounds exactly like the old vsync with unquantized delta time jitter issue that has been discussed for years in this thread: https://forum.unity.com/threads/time-deltatime-not-constant-vsync-camerafollow-and-jitter.430339/

    synopsis:

    with vsync enabled, unity does NOT correctly quantize unscaledDeltaTime to the duration a frame is displayed. pretty much all displays refresh at a fixed rate. if you don't simulate at that rate you get visible jitter as things go a little too far or not far enough...

    interpolation, extrapolation, simulation, particles, animations, etc. all use this incorrect unquantized delta time internally.

    with vsync enabled, if you do not use deltaTime or unscaledDeltaTime or unity systems that use deltaTime internally, and instead use your own delta time that is quantized to the refresh rate of your display, you will not experience this terrible jitter.

  6. B15eec1192815346d57c2e62e3d317f8?d=mm

    moujaune

    Jul 17, 2019 16:00

    Hey everyone, put all your locomotion/movement stuff in FixedUpdate instead of Update (or use Time-fixedDeltaTime) to fix this issue!

  7. 3505469128c322c229fa8fcc47d967b3?d=mm

    dchen05

    Jul 16, 2019 02:56

    Also experiencing thing bug. It has wrecked all our motion and animation and is holding up our quest launch. Let us know how we can help this get fixed :)

  8. 404f28f0580900e7c81da1ac19a8b133?d=mm

    StudioEvil

    Jul 09, 2019 15:29

    Same here on Quest, Unity 2019.1.7f1.

    72 fps, head tracking is smooth, controllers tracking is mooth, but every object moved by code in the Update method (with time.deltaTime) is jittering.

  9. 271536309c0578a7b9d9551f5f8fcfa3?d=mm

    blackfox_studio

    Jul 06, 2019 23:27

    Experiencing the same problem on 2019.1.9f1 with a relatively simple scene. If I grab an object and I move my head quickly the movement looks quite jitty. Strangely, it seems affecting more the objects than the local avatar hands which are more fluid.

  10. F10c8dddb36ebe8c760d44c5e1db3fd3?d=mm

    NeilC_VP

    Jul 03, 2019 11:07

    Hi, is there an ETA for this fix? We are also seeing this issue and cannot downgrade our project so are waiting for a resolution.

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