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Jeppe's avatar
Jeppe
Honored Guest
11 years ago

Issues with controller, head tracking and optimization

I'm fairly new to Unity and I'm working on a small project in Unity with my DK2 but has run into some issues that I was hoping this forum could help me resolve.

1.) I'm using a XBox 360 wireless controller, but I'm having some issues. If you use the analogue stick to move forwards in the game, stop and rotate your head 90 degrees, and then continue moving forward the movement is greatly slowed down. You then need to use the other analogue stick on the controller to rotate 90 degrees for the movement to be at full speed again.

2.) After about a minute of playing, the head tracking completely freezes and I need to press Esc to resync it. It is then imminently fixed but it's still annoying. Not sure if this is a problem with unity or anything else, but I've only noticed it in Unity demos.

3.) I have a scene in Unity which has one large group/prefab of objects, some very detailed (lots of vertices). The polygon count is high enough that I get pretty severe performance issues. Things I have done to increase performance:

- Run on "fastest"
- Only have one light
- Disabled static and dynamic batching (not sure if this helps)
- set rendering path to Vertex Lit

Can you think of any other solution to this? Unfortunately, I cannot reduce the complexity of the models used.

Thanks in advance for any help!

2 Replies

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  • "Jeppe" wrote:
    f you use the analogue stick to move forwards in the game, stop and rotate your head 90 degrees, and then continue moving forward the movement is greatly slowed down.

    Does it still happen if you uncheck OVRCameraController.TrackerRotatesY?

    "Jeppe" wrote:
    After about a minute of playing, the head tracking completely freezes and I need to press Esc to resync it.

    Which apps are having this issue? None of ours do any kind of tracking resync when you press Esc.

    "Jeppe" wrote:
    The polygon count is high enough that I get pretty severe performance issues.

    Try using the Unity profiler (http://docs.unity3d.com/Manual/Profiler.html) to isolate the issue. If you are really vertex-bound, then use occlusion culling, disable shadows, and use the simplest possible shaders. If you are draw call bound, then try to combine meshes and materials, mark your meshes static, and enable batching.

    "Jeppe" wrote:
    - Disabled static and dynamic batching (not sure if this helps)

    Actually, you should enable dynamic and static batching to reduce draw calls in most cases.
  • Jeppe's avatar
    Jeppe
    Honored Guest
    Thanks a lot for the reply!

    As for the controller issue, it mysteriously vanished in a later build of the project. No idea what had happened to cause it.

    The second issue (with freezing head tracking) was a Windows Aero issue. Apparently, a error message was shown on the desktop, which probably took focus from the running Unity application. Turning off Aero fixed the issue.

    Thanks for the suggesting Unity profiler, I will take a look at it :)