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Unity for mac low framrate
Unity for mac low framrate










unity for mac low framrate

This can cause a significant performance loss on some systems. Maybe this request gets enough attention to get supported by the Unity developers.Valheim's fullscreen mode essentially functions as a borderless windowed fullscreen mode instead of a "true" fullscreen mode. If you're interested, check it out and leave a vote. I posted this topic on the Unity Feedback Page.

unity for mac low framrate

Sorry if I wasn't too clear about that :) This means, the only reliable indicator to determine when to switch between frame rate profiles is based on user input. To emphasize: In my most relevant use case the application never loses focus. The idea is "I don't re-render the scene too often as long as you don't interact". In the rare case he wants to interact with the 3D scene, I want to set the frame rate to say 30. Unity's sole purpose is to visualize some stuff while the user mainly interacts with some HTML controls. Just to make some more sense: I'm targeting WebGL.

unity for mac low framrate

It's really just the user staring at the window most of the time. My problem is that the app is idle most of the time while also having focus. While this is a nice additional optimization it doesn't really help me too much. However, the problem is this: My application nearly never loses focus. Maybe someone has an answer for that as well! Edit 1Īs mentioned in the comments below, Unity provides the callbacks MonoBehaviour.OnApplicationPause and MonoBehaviour.OnApplicationFocus to detect whether the application is about to receive or lose focus. While this might be a different question it's still related to this topic. Note Also worth mentioning, this approach produces errors in the browser, indicating that the application frame rate should be 0 (not in terms of Unity's target frame rate but as in 'let the browser handle the frame rate'). I also tried to use the FixedUpdate() method to check for inputs and switch to interactive mode, but that didn't work either. But setting the frame rate dynamically seems like a cleaner solution in my opinion. I've read some posts about how people render to a texture to reduce rendering cost in less interactive scenes. Originally I wanted to have some sort of on-demand rendering. Now the question: How can I detect user input immediately while having the application run with a low frame rate and also immediately apply a new frame rate (say 30) without any noticeable delay? When the user interacts with the camera, the event will be processed with an expected delay of something around one second. Basically I locked all the Update() methods to be called only once per second. Setting the idle frame rate to 1, CPU usage is reduced to 1.5% while in idle mode. It works pretty well so far: The app uses 30% in interactive mode and 8% to 10% of the CPU while in idle mode. So when an input is detected, the application uses more fps and after a certain amount of time without any interaction, the application uses less fps again.

UNITY FOR MAC LOW FRAMRATE CODE

I wrote some lines of code to switch between those modes depending on user interaction. In order to further decrease CPU usage, I introduced two 'modes': Considering lower-end hardware this seems still too high. With 30 fps I get a CPU usage of around 30%. I disabled vSync ( QualitySettings.vSyncCount) and locked the frame rate to 30 ( Application.targetFrameRate) to reduce the CPU usage at least a bit while still having an acceptable level of responsiveness when the user moves the camera around. The user rarely interacts with the 3D scene and when he does it's only about adjusting the camera like rotating or zooming the view. I'm developing a 3D visualization tool based on Unity, targeting WebGL.












Unity for mac low framrate