Forum Discussion
wakkawakkawakka
4 years agoProtege
OVREngineConfigurationUpdater: Setting vsyncCount to 0
This just started popping up today on multiple projects that otherwise run perfectly in the editor and APK builds to the headset. Does anyone know what is going on with this script or how to resolve?
VREngineConfigurationUpdater: Setting vsyncCount to 0
UnityEngine.Debug:Log (object)
OVREngineConfigurationUpdater:EnforceAndroidSettings () (at Assets/Oculus/VR/Editor/OVREngineConfigurationUpdater.cs:137)
OVREngineConfigurationUpdater:OnDelayCall () (at Assets/Oculus/VR/Editor/OVREngineConfigurationUpdater.cs:88)
UnityEditor.EditorApplication:Internal_CallDelayFunctions ()
135 if (QualitySettings.vSyncCount != 0)
{
Debug.Log("OVREngineConfigurationUpdater: Setting vsyncCount to 0");
// We sync in the TimeWarp, so we don't want unity syncing elsewhere.
QualitySettings.vSyncCount = 0;
}
}
Actually I went back and checked and the "medium" setting was listed under the high quality setting so I clicked back on medium and you were right. I've been working on this problem for a couple hours.
Thanks man
You fixed what my eyes couldn't believe 🙂
3 Replies
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- Anonymous
In your Project Settings->Quality settings file you must have "VSync Count" set to something other than "Don't Sync." It looks like that script changes the value at runtime to its preferred setting.
 
- wakkawakkawakkaProtege
iIts set to Don't Sync
- wakkawakkawakkaProtege
Actually I went back and checked and the "medium" setting was listed under the high quality setting so I clicked back on medium and you were right. I've been working on this problem for a couple hours.
Thanks man
You fixed what my eyes couldn't believe 🙂
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