Timeline for Why can't I limit FPS inside Unity editor?
Current License: CC BY-SA 4.0
10 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Nov 29, 2023 at 14:33 | comment | added | Nikaas | In the editor forget about it. The frame rate can change dramatically simply by selecting another game object or what tabs/windows you have opened, etc. Select a game object that displays a list in the inspector with values that are updated per frame and the fps can drop to single digits. FixedUpdate is the way to go. | |
| Nov 25, 2023 at 17:21 | comment | added | Ivan | The problem is that I didn't write the original code so I don't understand it full and my main focus is to try and stabilize the framerate because how unstable it is vary from pc to pc. | |
| Nov 24, 2023 at 15:11 | comment | added | Philipp | What kind of yield instruction is that coroutine using? Maybe that's the code you should be posting, so we can find a better way to take the measurements. | |
| Nov 24, 2023 at 14:12 | comment | added | Ivan | No wait sorry it is inside a corutine | |
| Nov 24, 2023 at 13:55 | comment | added | Philipp | My solution would have been to use FixedUpdate instead of Update to sample the position data. But now that you write that you are already doing that, I don't understand anymore why you still have jitter in your measurements. | |
| Nov 24, 2023 at 13:54 | comment | added | Ivan | It is more of a race simulation and I am applying that position data from to another project but yes I want it in regular intervals and I am using FixedUpdate. What is your solution? | |
| Nov 24, 2023 at 13:46 | comment | added | Philipp | Let me guess: You are building some kind of physics simulation and you want to log what objects do over time in that simulation? And you do that logging in Update, so you want those updates to happen in regular intervals? If my guess is correct, then I have a solution that might work for you. | |
| Nov 24, 2023 at 13:43 | comment | added | Ivan | The higher the better, I just used 240 for a test but It should be ok at around 200 or maybe 180. Well it is not really a game it is a program where I record position as well as some other data about gameobjects to json and precision of these json file is affected by the framerate. So its not that much about high fps as it is about stable one. | |
| Nov 24, 2023 at 13:34 | comment | added | Philipp | Why does your app require a stable framerate? And does it really need to be that high? | |
| Nov 24, 2023 at 12:50 | history | asked | Ivan | CC BY-SA 4.0 |