Timeline for Unity Custom InputManger for Cross-Platform Input
Current License: CC BY-SA 4.0
4 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jul 26, 2019 at 15:25 | comment | added | FlamesWillBurst | Well, I tried to use the profiler but it was not much help. so I just reviewed my code intensively. and as for GetComponent, it is only called when a particular key is pressed. on the other hand, I think I have a problem that cannot be fixed with simple coding. you see when and only when I export my project as exe and run the game the players have a motion bluer applied to them which I think is because of the way I have set up my character to move and the 144 FPS the game runs at when in editor it runs at 120FPS so I think the motion blur there is just less noticeable. | |
| Jul 26, 2019 at 15:17 | comment | added | Shraa1 | Cool. I am guessing profiling helped you? Also, I didn’t mean that what I suggested was the only way to fix the lag. But it’s usually a bad thing to do GetComponent and GameObject.Find in Update. | |
| Jul 26, 2019 at 15:14 | comment | added | FlamesWillBurst | Thank you for your reply. I have corrected my code where I think it needs to be. but I think I need to clarify what my script is doing here. each frame in update my script checks for various inputs which by new void InputCheck(); checks for and then my AssignPlayerInput(); assigns various players if need be. if reset input is called then all assigned players are wiped out.the reason for my input lag or input skipping was because of my CheckInputFor(); you see the report was updated every frame but multiple inputs are passed the inputs get skipped. | |
| Jul 26, 2019 at 11:42 | history | answered | Shraa1 | CC BY-SA 4.0 |