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MorbidDonkey
13 years agoHeroic Explorer
Unity 4 + Hydra = Massive Framerate Drop? [SOLVED]
Ok, I am integrating the Hydra into Unity and took a look at the Sample Scene from Sixense and this is what I gathered from the scene...
- Left Hand (Need SixenseHandController.cs, set to LEFT) - No Animations currrently
- Right Hand (Need SixenseHandController.cs, set to RIGHT) - No Animations currrently
- Empty GameObject (Needs SixenseInput.cs)
- MainCamera (Has SixenseObjectController.cs in it, but disabled)
- Point Light
Hit the preview and blammo...When I would normally get 70fps I now get 15fps. Hands are working correctly. What am I doing that may be causing this?
I checked the Sixense Demo and I get 70fps easily. BTW there is nothing else in the scene but the obove items.
Thanks for your help!
- Left Hand (Need SixenseHandController.cs, set to LEFT) - No Animations currrently
- Right Hand (Need SixenseHandController.cs, set to RIGHT) - No Animations currrently
- Empty GameObject (Needs SixenseInput.cs)
- MainCamera (Has SixenseObjectController.cs in it, but disabled)
- Point Light
Hit the preview and blammo...When I would normally get 70fps I now get 15fps. Hands are working correctly. What am I doing that may be causing this?
I checked the Sixense Demo and I get 70fps easily. BTW there is nothing else in the scene but the obove items.
Thanks for your help!
5 Replies
Replies have been turned off for this discussion
- drashHeroic ExplorerSounds like a job for the Profiler! Window -> Profiler (or right-click add a Profiler tab to your layout), hit the Deep Profiling button, then run your game in the editor and in realtime you can watch the time it takes for everything to happen in every frame. If you pause or stop the game you can still go back to take a look at whatever frame you want and drill down into specific function calls and see how many ms each one takes. FYI, the "Self ms" column = the time taken by code in that function itself and not functions called by it.
Let me know if you get stuck! I'm curious to hear what the issue is. - MorbidDonkeyHeroic Explorer
- MorbidDonkeyHeroic ExplorerOk Drash helped me out on this one. When enabling the Deep Profile for the profiler I was able to pin point the issue. The animation component in each hand requires the SixenseHandAnimator to be linked. Yeah...I didn't do that, it runs like silk now.
Let this be a lesson to you all...Don't be like me! :lol: - drashHeroic ExplorerGood analysis, and really good to know for future reference. Glad this worked out for you!
- ludotexHonored GuestHad the same kind of problem, where the script was looking for animations that weren't there (I was using a default cube instead of the sixsense demo hands models) and the framerate dropped low.
Found this thread, discovered the profiler and found the problems in 5 minutes. Normaly this would have taken me days to debug :)
So a huge thank you to everyone for this thread! :D
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