ExtendRealityLtd / ExtendRealityLtd/Tilia.Locomotors.AxisMove.Unity
RE: Rigidbody Tracked Interactables lag way behind Axis Movement
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- C#
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Description
THIS IS A RE-OPENING OF A PREVIOUS ISSUE. https://github.com/ExtendRealityLtd/VRTK/issues/1992
It is also a continuation of the issue post below, I decided to remake it because the current issue became a completeley separate thing from the original one.
https://github.com/ExtendRealityLtd/Tilia.Trackers.PseudoBody.Unity/issues/45
### Pre-check
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### Environment
* Code source: Github
* Code version: https://cdn.discordapp.com/attachments/716792975228665868/778040848587030528/unknown.png
* Platform version: 2019.4.1f1
* 3rd party dependencies: N/A
### Steps to reproduce
Same as https://github.com/ExtendRealityLtd/VRTK/issues/1992
### Expected behavior
There is no perceptible lag with objects or stuttering with camera rendering.
### Current behavior
Same as https://github.com/ExtendRealityLtd/VRTK/issues/1992
### But https://github.com/ExtendRealityLtd/VRTK/issues/1992 includes a fix, why not just use that?
While it is true that I was able to reproduce this fix, there is a lack of fine detail as to what steps to take and I would like to know with greater certainty which processors I am supposed to disable and which I am not.
Experimenting on my own might just lead to breaking the entire player prefab.
To quote a previous response:
> The only issue is that I don't know what to do with this information. I don't know how VRTK works and as such, I find it unsafe to attempt to implement a solution without verifying things with you first. [...] The other thing I would like to know is what is the due process for this, do I disable the original moment processor once reassigned? What about the observer? What about processors that are linked to each other? What do I disable/remove and what do I leave be? I dont have any way of knowing.
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