Stutter during movement when lower FPS

wdrpgwd

New member
I'm not sure how I can stop stutter in lower quality computers.
I'm not here to blame UCC for it, as I'm sure it's my fault somewhere.
I'm using UCC 3.2.2 / Unity 2022.3.15f1


At the 2 hour mark, for about 25 seconds the player is moving around and the jittering is really bad. It's happened to about 25% of my players.
I've talked to a lot of them and while they do have poor computers, they don't have the same issue in other games.

Is there a general step I'm missing on how to have it adjust when FPS is dipping below 30 fps? Is that even the issue?
I'm not highly experienced in making games, so esoteric language will go right over my head.
I've been looking through UCC's documents and I have left Interpolate off in the rigid body, out of fear that it may break something, but I couldn't find a clear answer in the manuals.
 
For this the only true way is to look at the profiler and see what is causing the framerate spike. Do you have a machine that you can reproduce the framerate drop on? If so, can you look at the profiler results and see what is causing the spike to determine if it's related to the character controller?
 
For this the only true way is to look at the profiler and see what is causing the framerate spike. Do you have a machine that you can reproduce the framerate drop on? If so, can you look at the profiler results and see what is causing the spike to determine if it's related to the character controller?
I understand how to look at it from my end and everything looks ok.

I was just asking for general advice on how to keep UCC functioning with low performance computers.
I had a friend test an empty scene game with UCC on his laptop and the stuttering was there.

I've had scenes with millions of vertices and many animations running, while using UCC and had no problems for high end computers.

Just trying to cater to low end computers.
People playing have complained about my janky game, while playing on their computer from 2004.. :eye roll:

I'm looking over the controller and I don't have Interpolation on in the Rigid Body. Is it encouraged to use Interpolation with UCC?
 
Unfortunately I'm not really able to answer this since each project is different. For this you definitely want to profile it on a lower end target machine in order to determine what is causing the bottleneck, and then you can optimize from there.
 
Unfortunately I'm not really able to answer this since each project is different. For this you definitely want to profile it on a lower end target machine in order to determine what is causing the bottleneck, and then you can optimize from there.

Is that a response to this question as well?

"I'm looking over the controller and I don't have Interpolation on in the Rigid Body. Is it encouraged to use Interpolation with UCC?"
 
I definitely recommend trying it, but the controller will already interpolate during low framerate so it likely isn't necessary. I really wish I could give you concrete answers but this is such a project dependent question it really is case-by-case.
 
I definitely recommend trying it, but the controller will already interpolate during low framerate so it likely isn't necessary. I really wish I could give you concrete answers but this is such a project dependent question it really is case-by-case.

I get that. You've been helpful. You've helped me in the past as well. I wouldn't have been able to make Dreams of Saturn without UCC.
I'm a novice but managed to release a game.

With UCC I have people climbing towers from the UCC add on, and getting ragdolled with the death ability.
I wouldn't have ever been able to do it on my own.

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