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I could not found anywhere in Unity documentation if the animations are determinism or not. I think it is but need to be sure. thanks

pandoux
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  • Animations are keyframed properties so one should be able to expect that at the same time key they always have the same values ... what do you mean by `determinism` (or deterministic)? Do you have a specific usecase? – derHugo Jan 31 '20 at 15:30
  • "expect that at the same time key they always have the same values" that's exactly what I am looking for. I am using multi-instance of my unity app to do multi-screen. – pandoux Jan 31 '20 at 15:48
  • Why not simply render to multiple screens(displays) then? – derHugo Jan 31 '20 at 15:51
  • It is not the point (I am working with CAVE), but if you say it is determinism it's good for me :) – pandoux Jan 31 '20 at 15:53
  • Cave? Aren't these as well simply multiple displays? – derHugo Jan 31 '20 at 16:23
  • @derHugo I think each screen is rendered by a standalone process. If that is the case, I *think* that if you set the animator's `updateMode` to `AnimatorUpdateMode.AnimatePhysics`, and ensure that you cap your frame rate and NEVER go below it on any instance; it should be good enough for achieving a seamless VR experience. I.E. If any instance fails to keep up rendering @ 144hz (for example), this might cause the player to feel some diziness or unease. – Ron Jan 31 '20 at 22:08

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