Skip to main content
added 805 characters in body
Source Link

I have a setup in unity using Graphics.DrawMesh() to draw a mesh on my players camera location in the update loop, Graphics.DrawMesh(viewModel, matrix, material, layer, null, 0); matrix = Matrix4x4.TRS(cam.transform.position, cam.transform.rotation, scaleFps); when I use my mouse to move around the camera, it lags behind where the camera is, as can be seen in the video. I have no idea how to fix this. I've tried not using the matrix, and it doesn't change anything.

https://youtu.be/eWFFYcOX_4Q

Here's the script I use for moving the camera:

    //Get the current mouse input.
    yaw += Input.GetAxis("Mouse X") * mouseSensitivity;
    pitch -= Input.GetAxis("Mouse Y") * mouseSensitivity;

    //Clamp the camera rotation.
    pitch = Mathf.Clamp(pitch, -maxLookAngle, maxLookAngle);

    //Calculate and rotate the camera.
    currentRotation = Vector3.SmoothDamp(currentRotation, new Vector3(pitch, yaw), ref rotationSmoothVelocity, mouseSmoothScale);

    //Rotating the player.
    Vector3 bodyRotation = new Vector3(0, currentRotation.y, 0);
    transform.localEulerAngles = bodyRotation;

    //Rotating the camera.
    Vector3 cameraRotation = new Vector3(currentRotation.x, 0, currentRotation.z);
    playerCamera.transform.localEulerAngles = cameraRotation;'

I have a setup in unity using Graphics.DrawMesh() to draw a mesh on my players camera location in the update loop, Graphics.DrawMesh(viewModel, matrix, material, layer, null, 0); matrix = Matrix4x4.TRS(cam.transform.position, cam.transform.rotation, scaleFps); when I use my mouse to move around the camera, it lags behind where the camera is, as can be seen in the video. I have no idea how to fix this. I've tried not using the matrix, and it doesn't change anything.

https://youtu.be/eWFFYcOX_4Q

I have a setup in unity using Graphics.DrawMesh() to draw a mesh on my players camera location in the update loop, Graphics.DrawMesh(viewModel, matrix, material, layer, null, 0); matrix = Matrix4x4.TRS(cam.transform.position, cam.transform.rotation, scaleFps); when I use my mouse to move around the camera, it lags behind where the camera is, as can be seen in the video. I have no idea how to fix this. I've tried not using the matrix, and it doesn't change anything.

https://youtu.be/eWFFYcOX_4Q

Here's the script I use for moving the camera:

    //Get the current mouse input.
    yaw += Input.GetAxis("Mouse X") * mouseSensitivity;
    pitch -= Input.GetAxis("Mouse Y") * mouseSensitivity;

    //Clamp the camera rotation.
    pitch = Mathf.Clamp(pitch, -maxLookAngle, maxLookAngle);

    //Calculate and rotate the camera.
    currentRotation = Vector3.SmoothDamp(currentRotation, new Vector3(pitch, yaw), ref rotationSmoothVelocity, mouseSmoothScale);

    //Rotating the player.
    Vector3 bodyRotation = new Vector3(0, currentRotation.y, 0);
    transform.localEulerAngles = bodyRotation;

    //Rotating the camera.
    Vector3 cameraRotation = new Vector3(currentRotation.x, 0, currentRotation.z);
    playerCamera.transform.localEulerAngles = cameraRotation;'
Source Link

Unity Graphics.DrawMesh lags behind rotation?

I have a setup in unity using Graphics.DrawMesh() to draw a mesh on my players camera location in the update loop, Graphics.DrawMesh(viewModel, matrix, material, layer, null, 0); matrix = Matrix4x4.TRS(cam.transform.position, cam.transform.rotation, scaleFps); when I use my mouse to move around the camera, it lags behind where the camera is, as can be seen in the video. I have no idea how to fix this. I've tried not using the matrix, and it doesn't change anything.

https://youtu.be/eWFFYcOX_4Q