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!
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!
