Event tick is slowed down in fullscreen mode? Things that rely on the event tick's timing break when in fullscreen.

Zarrar2802
Wed, 24 Mar 2021 09:42:01 +0000
Community & Industry Discussion

I’ve run into a VERY awkward problem. I have a lot of things that rely on the event tick firing at a constant rate. Everything works smoothly in editor but as soon as i switch the viewmode to fullscreen (F11), event tick is slowed down.

I came to this conclusion because, basically, I have a character with a jetpack, and I’ve been implementing my own jetpack system where when you turn on the jetpack, character gets a mild jolt up into the air using “Launch Character” with a strong z vector and then, the same function is used to hover in that position by delivering microjolts by basically taking a fraction of the vector and applying it to the character over and over again. And the “over and over again” functionality is driven through the event tick. So I did ALOT of tweaking and found the perfect value of z vector and a tiny time delay between each jolt to achieve equilibrium. If i were to increase the delay, the timing of the jolts would be decreased and my character would start to descend. If increased, my character would begin to rise.

This system works flawlessly except when I try to go full screen, my character begins to descend. And since in my system, descending is done through increasing the time delay, I came to the conclusion that the time delay is being increased due to the event tick firing slightly later than my system is sync for, when in fullscreen, thus being slowed down basically.

Is there a way to mitigate this issue? Because if event tick is being slowed down, then shouldn’t any loop that I try to use instead of event tick also suffer from the same problem?

3 posts - 1 participant