hi
any ideas how to fight against a 'lag' inbetween camera movement and a UI element update onscreen?
i have a FSM
- grabbing a scene object X and Y world position
- immediately doing 'WorldToScreenPoint'
- applying this position to a UI canvas element.
The goal is to have an info bubble which flies above an object and is UI (not worldspace)
Usage example: Imagine you have a door and over the handle i want a bubble saying "press E to open"
Now my camera is a FPS style controlled with the mouse.
The problem is that if user moves the camera around, even gently, the UI info bubble updates it's position onscreen with some latency.
i basically want to get rid of this latency to the maximum.
i have been reading posts about:
https://answers.unity.com/questions/828905/what-is-1-and-what-is-2-in-vsynccount.html but the 3 options here don't seem to make any difference.
I also tried to make the set position normaly or as "late update" but it does not change anything.
Long story short : since this UI element is the thing in front of the eyes of players at all times i want it to be as responsive as possible and with a lag inferior to what human eye can catch.
Also i dont want lag on slower harware configs.
stumbled upon these posts:
https://docs.unity3d.com/Manual/ExecutionOrder.htmlhttps://docs.unity3d.com/Manual/class-MonoManager.htmlnot sure if i can make an FSM (custom script ?) as the highest prio in my project ?
https://hutonggames.com/playmakerforum/index.php?topic=4095.msg19134#msg19134https://hutonggames.com/playmakerforum/index.php?topic=3858.msg17862#msg17862there are so many options here that i don't know in which direction to start.
maybe someone can help me save some long experimentation hours ?
thanks in advance.