TrueSync deltaTime leads to time loss unless it matches application framerate deltatime
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If I don't set the true sync delta time to be the same as the application framerate timing errors quickly start appearing.
In TrueSyncManager you have the following:
By setting tsDeltaTime to zero you're discarding the difference between tsDeltaTime and lockedTimeStep?
Perhaps instead something similar to the following is better (it fixes my issue anyway)?
In TrueSyncManager you have the following:
tsDeltaTime += UnityEngine.Time.deltaTime;
if (tsDeltaTime >= (lockedTimeStep - JitterTimeFactor)) {
tsDeltaTime = 0;
instance.scheduler.UpdateAllCoroutines();
lockstep.Update();
}
By setting tsDeltaTime to zero you're discarding the difference between tsDeltaTime and lockedTimeStep?
Perhaps instead something similar to the following is better (it fixes my issue anyway)?
if (tsDeltaTime >= (lockedTimeStep - JitterTimeFactor)) {
tsDeltaTime -= lockedTimeStep;
instance.scheduler.UpdateAllCoroutines();
lockstep.Update();
}
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Comments
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Hello @jddev, you are right, in the current implementation we have done something similar to what you did, even multiple updates of the simulation can execute in the same Unity's update.0