You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Yesterday i installed the latest unity package you provided at the release page. I looked at the example, and i added the GamePad.SetVibration() function at my main code, into the FixedUpdate(). Everything worked fine, the next day, i launched Unity tried the game and i noticed a huge performance issue, game was running at 4 FPS in editor also after Building, the profiler is showing me that GamePad.SetVibration() => Imports.XinputGamePadSetState() is using 76% of the CPU, Any idea whats wrong?
The text was updated successfully, but these errors were encountered:
That function shouldn't be called every update, you need to set it less often according to your game. It'll continue vibrations even if you don't call the function.
That function shouldn't be called every update, you need to set it less often according to your game. It'll continue vibrations even if you don't call the function.
The demo itself calls the function in a fixed update, and sets the vibration based on the trigger's value, I need to constantly vibrate the controller since I'm making a racing game, The demo also causes a huge performance drop running at 4fps. there's clearly a problem here.
Yesterday i installed the latest unity package you provided at the release page. I looked at the example, and i added the GamePad.SetVibration() function at my main code, into the FixedUpdate(). Everything worked fine, the next day, i launched Unity tried the game and i noticed a huge performance issue, game was running at 4 FPS in editor also after Building, the profiler is showing me that GamePad.SetVibration() => Imports.XinputGamePadSetState() is using 76% of the CPU, Any idea whats wrong?
The text was updated successfully, but these errors were encountered: