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Start your free trialJon Mirow
9,864 PointsFrames per second
Hi all, So I just used the example of adding the Score text field to to the frog game to make a Frames per second Text field on the same canvas.
Here's the code:
public class FrameAverage : MonoBehaviour {
private float frames;
private int loops;
private int oneSecond;
private Text textBox;
[SerializeField]
private bool logFrames;
// Use this for initialization
void Start () {
frames = 0f;
loops = 0;
oneSecond = 1;
textBox = GetComponent<Text> ();
}
// Update is called once per frame
void Update () {
// Check if Logging:
if (logFrames) {
// Log average fps for last 10 frames to the screen:
if (loops == 10) {
frames /= 10f;
textBox.text = "Frames: " + frames;
frames = 0f;
loops = 0;
} else {
frames += oneSecond / Time.deltaTime;
loops++;
}
} else {
// If logging unchecked, clear screen:
textBox.text = "";
}
}
}
My question is: When I run this, I get frame rates of about 18. Now the laptop I study on is in no way powerful at all - built in intel graphics, 8GB RAM, ultrabook i5 CPU, but it can still play lots of 5 year old games at well over 50fps lol, and this is a pretty basic scene with not a lot of things to draw so that made me wonder:
- Is my script wrong - I'm getting fps by dividing 1 second by the time the last frame took?
- Is Unity just quite slow when you want to play-test your game?
- Is something in this scene more demanding than I assume it is?
Thanks in advance for any help or clarification :)
Jon