STASIS
Walk animation is off
As I was able to run it jumped into my eyes: The walk animation is off for me. He is just floating arount and the animation speed has nothing to do with his walking speed.
The run animation is fine though and his feet hiting the ground (and staying there) where they should.

(fixed typo in topic)
Last edited by Jaii der Herr; Sep 1, 2015 @ 8:04am
< >
Showing 1-6 of 6 comments
The Brotherhood  [developer] Sep 1, 2015 @ 6:17am 
Are you on Windows 10 - you need to enable vsync on your graphics card (via software). NVIDIA cards are overwriting our vsync settings - and messing up the refresh rate. If you check the NVIDIA and UNITY forums - it is a known issue.
Jaii der Herr Sep 1, 2015 @ 8:02am 
I am on Windows 10. And my NVIDIA settings are set to application controlled.

I only remember one Unity game I had animation problems with and that was said to be caused by 120Hz Monitor refresh rate. Nobody could tell me how VSync and or different refresh rates could affect animation timing, unless that programm (engine) part is totaly broken and should be fixed.

I can try to force VSync for this game even though it should be application controlled. I report back then.

Forced VSync: No effect
VSync Adaptive (half refresh rate): No effect
Last edited by Jaii der Herr; Sep 1, 2015 @ 8:07am
Jaii der Herr Sep 1, 2015 @ 8:37am 
Just found out, that Stasis just seems to ignore any VSync settings in fullscreen.
If I switch to windowed (ALT+ENTER) it uses my adaptive VSync setting capping it at 60 Fps and the Walk animation is ok. Switching back to fullscreen it caps at 120 Fps (my Monitor refresh rate) and the walk animation is off.

Still no Idia why it only affects the walk and not the run animation though (in the other game I had those problems it was the run and not the walk animation ...)
Jaii der Herr Sep 1, 2015 @ 8:49am 
I now use another option to limit the games FPS to 60.

Since STASIS seems to need 60 fps, you should enforce 60 fps by the game itself. Because not every monitor runs at 60 Hz. Even if all graphic drivers correctly implement VSync in all circumstances (and relying on that seems dumb to me if its crucial to have 60 Fps lock as in this case) the game won't run correctly on monitors set to higher refresh rates, making it an even worse decision to rely on the VSync.

(I assume you don't have direct inluence on this, since STASI uses the Visionair engine. But I assume you can talk to the makers of that engine and request a fix for it).

That said I don't think it will ever fixed. It for sure never was for any Unity games I know of. But perhaps you can surprise me.
The Brotherhood  [developer] Sep 1, 2015 @ 9:10am 
It is locked - windows 10 keeps overriding this. Im glad you came right, im interested int he app you used to force the frame rate - sound great.
Jaii der Herr Sep 1, 2015 @ 10:49am 
Actually it's not directly an app. I used the functionality integrated in the nvidia driver and activated with an profile with the nvidia inspector.
< >
Showing 1-6 of 6 comments
Per page: 1530 50

Date Posted: Sep 1, 2015 @ 6:14am
Posts: 6