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Inspiring
August 1, 2021
Solved

OVREngineConfigurationUpdater: Setting vsyncCount to 0

  • August 1, 2021
  • 3 replies
  • 1455 views

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;
}
}

    This topic has been closed for replies.
    Best answer by wakkawakkawakka

    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

    August 1, 2021

    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.

     

     

    Inspiring
    August 1, 2021

    iIts set to Don't Sync

    wakkawakkawakkaAuthorAnswer
    Inspiring
    August 1, 2021

    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 🙂