Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 DigitalDogfight · Jan 12, 2012 at 05:53 PM · iosfpsyieldframes per second

Frame counter not registering - Component missing?

I have an interesting situation. I have a frame counter (FPS.js from FirstPersonShooter tutorial) in my main game screen for performance checking. It has been working with no problems all along. Now, I am working on another scene with interface items but noticed that any yield WaitForSeconds statements are not working. I added the FPS.js to that scene and noticed that the frame counter stays at zero. Now my main game scene is doing the same thing and everything is going haywire. Luckily I backup my files every night.

Is there a component that I am missing or deleted by accident that would cause this?

Here are some tests I ran:

  1. The Statistics window in the editor shows frames running normally.

  2. I created a new blank scene and added the frame counter- Still no frames registering.

  3. I opened the last backed up project file and noticed that game scene shows frames fine, any other scenes do not have frames registering. (These were duplicated from master GUI scene and include GUI buttons and polygon elements).

  4. Noticed that this has no effect on OnGUI statements. I am deleting this system out for iOS, that's why I never noticed before.

  5. Opened an entire new project, added frame counter to blank scene - Frame counter works fine.

  6. Exported my HomeGUI scene, added to new project- Frame counter works fine, all yield WaitForSeconds work fine.

At the moment it looks like I may have to export all scenes and bring into new project. It's a pain but may help clean things up as to unused files and any issues that may be from numerous upgraded versions of Unity.

Here is a link to my original problem, may be of use to others: http://answers.unity3d.com/questions/204532/ios-polygon-button-not-working-with-yield-waitfors.html

Thanks for any advice!

Comment
Add comment
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

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Bunny83 · Jan 12, 2012 at 06:31 PM

Could it be that you set Time.timeScale to 0.0?

That would freeze the time and WaitForSeconds will never be completed since the time stays the same. See this question for more information

Comment
Add comment · Show 1 · Share
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 DigitalDogfight · Jan 13, 2012 at 12:07 AM 0
Share

Thanks for the response and the link, very informative!

I searched through my code but haven't used Time.timeScale yet. I've read up on it and plan to use it for the pause button but haven't gotten to that yet. Again, the strange thing is that when I export the scene as an asset and import into a fresh project, everything is fine. Could some random code such as you noted be running from my project file, even though it's not in the scene directly? Would that be possible? Thanks again for the help!

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

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

iOS Polygon button not working with yield WaitForSeconds 0 Answers

Low FPS rate. Can't find the problem. Followed Unity's Guide 2 Answers

Counting iphone FPS 0 Answers

I want to have FPS iOS tutorials. 0 Answers

if I lock iPhone fps to 24fps, can I get more accurate touch timings than that? 3 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