Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
13 Jun 22 - 14 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by PercyCreeper123 · Jan 19 at 12:44 PM · inputlagproblem during runtime

Project in play mode creates a lagspike when pressing/releasing a key

Hi, as the title sais, my problem is that while I´m in play mode, everytime I press a key on my keyboard, the project laggs for half a second. This also happens when releasing the key again, but not when holding it down. My guess is that it is caused by my Character Controller, but I´m not sure. Here is said PlayerController:

using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerController : MonoBehaviour { [SerializeField] Transform playerCamera = null; [SerializeField] float mouseSens = 3.5f; [SerializeField] float speed = 6f; [SerializeField] float smoothTime = 0.2f; [SerializeField] float gravity = -9.81f; [SerializeField] float jumpHeight = 2f; [SerializeField] bool lockMouse = true; float camRotation = 0f; float veloY = 0f; Vector2 currDir = Vector2.zero; Vector2 currDirVelo = Vector2.zero; Vector2 currMouseDelta = Vector2.zero; Vector2 currMouseDeltaVelo = Vector2.zero; CharacterController controller = null; void Start() { controller = GetComponent<CharacterController>(); if(lockMouse) {Cursor.lockState = CursorLockMode.Locked;Cursor.visible = false;} } // Update is called once per frame void Update() { UpdateLook(); UpdateMove(); } void UpdateLook() { Vector2 targetMouseDelta = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")); currMouseDelta = Vector2.SmoothDamp(currMouseDelta, targetMouseDelta, ref currMouseDeltaVelo, smoothTime/10f); camRotation -= currMouseDelta.y * mouseSens; camRotation = Mathf.Clamp(camRotation, -90f, 90f); playerCamera.localEulerAngles = Vector3.right * camRotation; transform.Rotate(Vector3.up * currMouseDelta.x * mouseSens); } void UpdateMove() { Vector2 targetDir = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); targetDir.Normalize(); currDir = Vector2.SmoothDamp(currDir, targetDir, ref currDirVelo, smoothTime); if(controller.isGrounded) {veloY = 0f;} if(Input.GetButtonDown("Jump") && controller.isGrounded) { veloY = Mathf.Sqrt(jumpHeight * -2f * gravity); } veloY += gravity * Time.deltaTime; Vector3 velocity = (transform.forward * currDir.y + transform.right * currDir.x) * speed + Vector3.up * veloY; controller.Move(velocity * Time.deltaTime); } }

One weard thing to me is that these lag spikes do not occur in other projects which use a similar way to get an input to move a player. Here is one example of a project that did not cause any lagspikes to me.

I´m using Unity 2020.3.25f1

Any help is appreciated, even if it does not help ;)

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by PercyCreeper123 · Jan 19 at 12:46 PM

Sorry for the messed up look of the code... It looked normal for me before publishing my question...

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

164 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Why does holding down any button cause ~20-30 FPS loss? 1 Answer

Lag in animation at first playing 1 Answer

Simulate a "Bad Connection" 1 Answer

What should I do to prevent crashing? 0 Answers

Mouse input lag causes line rendering jitter 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges