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fixed timestamp = 30
update frequency = 60
use fixed update = true
And now looks some Defold messages are lost and removing objects feature now works not every click. Sometimes it works every click, sometimes not.
Is it a correct behaviour?
Why do I need settings like this?
Only for consistency purpose. I wanna have physics update running 30 FPS on every device no matter it can render now on 30FPS or 60FPS, I just wanna slow down the physics updates. I think it's too overhead to run physics on 60FPS if device can render only 30FPS like iPhone does in HTML5 (low power mode). But if I use default physics settings then my physics running two times slower on iPhones in low power mode.
The text was updated successfully, but these errors were encountered:
ProgrammingLife
changed the title
Use FixedTimeStamp=30 while UpdateFrequency=60 breaks the Cursor module. Is it ok?
Setting FixedTimeStamp=30 and UpdateFrequency=60 breaks the Cursor module. Is it ok?
Aug 9, 2024
I just set to the game.project:
And now looks some Defold messages are lost and removing objects feature now works not every click. Sometimes it works every click, sometimes not.
Is it a correct behaviour?
Why do I need settings like this?
Only for consistency purpose. I wanna have physics update running 30 FPS on every device no matter it can render now on 30FPS or 60FPS, I just wanna slow down the physics updates. I think it's too overhead to run physics on 60FPS if device can render only 30FPS like iPhone does in HTML5 (low power mode). But if I use default physics settings then my physics running two times slower on iPhones in low power mode.
The text was updated successfully, but these errors were encountered: