06-03-2017 04:45 PM
06-04-2017 10:07 AM
06-04-2017 02:08 PM
06-04-2017 04:27 PM
Wilzonz said:
Hi @Yoirgl and @MikeF ,
Could you confirm that you are using the latest version? There was a bug that shipped with the first update which has been fixed, that fits the poor behavior you are seeing. (the default update rate was way too slow, and there was a bug that caused the RemoteAvatar to get back logged on updates and never catch up to the latest).
In OvrAvatar.cs could you confirm this structure:[System.Serializable]public class PacketRecordSettings{internal bool RecordingFrames = false;public float UpdateRate = 1f / 30f; // 30 hz update of packetsinternal float AccumulatedTime;};
public bool RecordingFrames = false;
public float UpdateRate = 1.0f / 5.0f; // Lower rate = bigger packets. Try to optimize against fidelity vs Network Overhead.
public float AccumulatedTime = 0.0f;
So clearly for me it didn't get updated. 06-04-2017 10:13 PM
06-05-2017 09:07 AM
06-05-2017 02:07 PM
06-06-2017 01:16 AM
Wilzonz said:
Stay tuned folks, it appears the bug fixes may have gotten lost in the update. If you are still seeing that old code, then you will be seeing the accumulated lag that was fixed with the latest.
Will update here soon,
Wilzonz
06-06-2017 10:26 AM
06-07-2017 12:37 AM
Wilzonz said:
we discussed your concerns, and will aim to have the old pose blending in Unity available as an alternative to the SDK optimized flow for the next release.