Now, what is weird is that, my delay is 1 second so each print should happen every second. But these callbacks came all in less than one second. If I put the delay to 10 seconds, then the prints happen every second or so, sometimes they come a little faster or slower. Am I doing something wrong?
If I may ask: When disabling vsync on the game project and then setting the frame cap to 60, will I get the desired effect of keeping the game at 60 fps? And will this be kept for all bundles?
Probably not, you can try to mitigate it but there is no one best solution for this issue currently. Most mobile devices shouldn’t have a problem. Some web users might have the problem. Some PCs will have the problem. It is a solvable problem but requires engine work by someone who understands the issues and knows how to deal with the cards which are currently not allowing VSync use as a setting (but still working when forcing it).
This is the setting we use in our projects, and for anyone who tells us the game runs fast we ask them to force enable VSync for the game.
If I tried something with os.date() and os.difftime() to get a constant 100ms tick clock, would that work? Since it is based on OS time rather than the game FPS. Or this is an awful idea?