Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Amposter · Dec 16, 2016 at 08:43 AM · 2drenderingframeratetimescale

Running Unity as a simulation: Setting frames to 1

I'm running a machine learning simulation using Unity, and so I really don't care about things being rendered and ultimately just want the results. All the physics stuff happens in FixedUpdate() and so from what I understand, regardless of the frame count, the correct number of physics steps will always be called (as I'm adjusting the timescale) and hence I'll have accurate results. Can I do something like set the number of frames 1? I tried running headless, but it will still call the necessary frames per second. Furthermore, does setting the timescale extremely high have any implications for my results? I want it to be at the point where the time the simulation takes is only dependent on the power of my computer, i.e., there should be no Unity stuff hindering the progress of the simulation and it should proceed with calculations as fast as possible.

Also, my simulation is currently in 3D. Roughly speaking, would converting to 2D improve the efficiency greatly? There are lots of objects doing lots of physics calculations for moving and rotating etc., but this doesn't have to be done in 3D. I'm still using a BezierCurve library which is probably the only thing I can't convert to 2D, but there's a lot of places where I can rid of that third dimension.

Thanks

EDIT: I'd much rather find other ways to optimize than converting to 2D because it's so tedious to do.

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image iwaldrop · Dec 16, 2016 at 09:06 AM 0
Share

Or just remove certain layers from the culling mask of the camera; that'd be the simplest thing to do.

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

6 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Android rendering 0 Answers

How can I make a large 2d tile map into mesh for easier rendering 1 Answer

How slow motion everything except animation 1 Answer

Sprite not visible from behind 0 Answers

Isometric Z as Y sorting 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges