UI feels one frame behind
Background and setup:
A single Noesis view, configured as this
https://freeimage.host/i/qw1OnlR
Translations from world space to UI space are handled by ViewModels that place UI elements on the map rather than as part of the HUD.
I’ve tried adjusting the script execution order so that the camera (using Cinemachine) and the ViewModels run before the Noesis view. Reversing the order does have an effect; the on-map UI elements end up even further behind.
In practice, this issue is only noticeable during camera panning or zooming, so the lag is very small—likely just a single frame.
Is there a way to make on-map UI elements update in lockstep with Unity sprites and other native Unity objects?
A single Noesis view, configured as this
https://freeimage.host/i/qw1OnlR
Translations from world space to UI space are handled by ViewModels that place UI elements on the map rather than as part of the HUD.
I’ve tried adjusting the script execution order so that the camera (using Cinemachine) and the ViewModels run before the Noesis view. Reversing the order does have an effect; the on-map UI elements end up even further behind.
In practice, this issue is only noticeable during camera panning or zooming, so the lag is very small—likely just a single frame.
Is there a way to make on-map UI elements update in lockstep with Unity sprites and other native Unity objects?
Re: UI feels one frame behind
Our view runs by default in LateUpdate. At that point, we capture the current state of every UI object and send it to the render thread to be displayed in the next frame.
Do you think you could create a small repro that I can take a look at?
Do you think you could create a small repro that I can take a look at?
Re: UI feels one frame behind
I'll try to create a very small example showing this effect.
A related questions is then: the checkbox that switches between UI-space and world-space UI for Noesis views wouldn't change anything with respect to rendering ordering, right? It would just affect what transforms that are applied?
A related questions is then: the checkbox that switches between UI-space and world-space UI for Noesis views wouldn't change anything with respect to rendering ordering, right? It would just affect what transforms that are applied?
Re: UI feels one frame behind
Thanks for this!I'll try to create a very small example showing this effect.
That checkbox actually changes the following:A related questions is then: the checkbox that switches between UI-space and world-space UI for Noesis views wouldn't change anything with respect to rendering ordering, right? It would just affect what transforms that are applied?
- DPI scaling is disabled
- The projection matrix of the camera is used
- Depth-testing against the camera z-buffer is enabled
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