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weird framrate behaviour in day/night cycle
So I want to make a day/night cycle for my game. I have a directional lightin my scene which contains a very simple script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SunRotator : MonoBehaviour
{
// Update is called once per frame
void Update()
{
transform.Rotate(-0.01f, 0, 0);
}
}
Here comes the weird thing: Using -0.01f as the x rotation value leaves me with very few FPS and makes the build unplayable (even though the editor stats say I have 400+ FPS) if I let the sun rotate a lot faster or slower using values like -0.1f or -0.0001f doesn't give me a noticeable framrate loss. It seems like the closer I get to -0.01f the bigger the issue becomes. Also turning shadows on or off doesn't affect any of the results. I even tried to rotatte the sun with an animation which led to the same outcome. This is really buging me for a while now. I hope someone can explain me what is going on. I am using version 2019.1 btw.
why do you say there is a weird framerate behaviour if unity sais its running at 400 fps? whats exactly happening? can you share a video?
So I added a Fps Counter script I found somewhere here in the forums to check my fps in an actual build. According to that I get like 200-300 fps in a full HD build. However, it feels much more like 30fps. The weird behaviour is that the lag is depending on the sun rotation speed. I think it doesn't make much sense sharing a video since a 30 fps video looks completely fine while playing on 30 fps is a terrible.
can you add in an update Debug.Log(Time.deltaTime); and tell us whats printing? you get the samebehaviour in a build andin editor?
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