+= a value in update jitters in browsers - Chrome/Edge etc - using attached script to animate UVs on an object, see a snippet below but this seems to jitter
speed?: number = 0.005;
update(){
// @ts-ignore //
this.mainMaterial.normalMap.offset.y += this.speed;
}
I will dm @marwie1 a private url to see
Original Post on Discord
by user 103054507105067008
The plane is just a simple unity URP lit material which I animate the UVs of
by user 103054507105067008
marwie1
(marwi)
January 3, 2023, 12:00am
3
you should usually multiply stuff like that using deltaTime
Using this.context.time.deltaTime still has jitters
by user 103054507105067008
marwie1
(marwi)
January 3, 2023, 12:00am
5
Looks a bit like two scripts try to modify the same value
It is 1 script, I’ll make a simple repro to verify
by user 103054507105067008
There are 2 overlapping water planes for this effect but they are separate objects and scripts
by user 103054507105067008
Yes, 2 totally separate materials
by user 103054507105067008
Here’s a tiny repro
by user 103054507105067008
I wonder if it is a floating point issue with the UVs of the plane but the UVS are very simple and the texture is tiling, it seems to jitter in rectangular shaped regions
by user 103054507105067008
by user 103054507105067008
Are you just incrementing all the time? Does the jitter get stronger over time?
Just incrementing all the time in update if you see the example script above, the jittering is very noticeable always
by user 103054507105067008
update(){
// @ts-ignore //
this.mainMaterial.normalMap.offset.y += (this.context.time.deltaTime * this.speed);
}
this.speed is just a number that doesn’t change
by user 103054507105067008
Does it happen with other maps than the normal map? I’ve seen specifically issues with three.js and animating normal map parameters (e.g. also flickers when animating normal strength)
I will try the main texture albedo slot and feed back, that could be helpful to know
by user 103054507105067008
Confirmed still happens with albedo map
by user 103054507105067008
So with the normals I noticed this jiggling square, the geometry was a grid so it lined up with the polys despite the UVs being simple
by user 103054507105067008