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
1
Question by wolventoad · Jul 27, 2012 at 01:20 PM · androidfps

Question about FrameRate.

Well, recently I have been working on a game. It's a android game and it was success. I built it on my smart phone and it's always been running on 60 FPS.

Until last week I added a blob shadow projector in my game, and I built it, it just turned to 30 FPS suddenly. Then I removed the projector, And it never turned back to 60 FPS. Smooth though, but I think 60 FPS is better for a game.

It looks like that the game has locked the Frame Rate to 30 FPS, because when I load an empty scene with just 2 GUI texts. it still appears as 30 Fps.

Weird...Really gotta no idea, so here I am asking for help. Thank ya very much, guys!


Add some more information. The game works fine on PC, I mean, in the editor. It is 60 FPS, but on android it will turn to 30. I have used the Application.targetFrameRate, but...it seems workless...

Comment
Add comment · Show 7
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 Seth-Bergman · Jul 27, 2012 at 01:24 PM 0
Share

you could try this:

http://docs.unity3d.com/Documentation/ScriptReference/Application-targetFrameRate.html

avatar image Kryptos · Jul 27, 2012 at 03:31 PM 1
Share

@seth-bergman this method does limit the framerate. But you cannot gain framerate that way.

avatar image Seth-Bergman · Jul 27, 2012 at 04:01 PM 0
Share

@$$anonymous$$ryptos I disagree. Once you have changed the target frame rate, it STAYS changed.. maybe it got changed somehow, from -1 to 30 (unlikely, maybe, but the question implied something like this)

avatar image wolventoad · Jul 27, 2012 at 05:42 PM 0
Share

Thanks, but the problem remains... The game works fine on PC, I mean, in the editor. It is 60 FPS, but on android it will turn to 30. and I have used the Application.targetFrameRate, but...it seems workless...

avatar image Seth-Bergman · Jul 27, 2012 at 06:18 PM 0
Share

It was definitely a longshot.. But you might try opening an empty scene in a NEW project, see if it's project-related

Show more comments

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by ScroodgeM · Jul 28, 2012 at 03:27 PM

edit - project settings - quality - vsync count

look this option

also, which hardware framereate on your smartphone used? AFAIK 30 fps, not 60. so your application rather synced to hardware FPS

Comment
Add comment · Show 2 · 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 wolventoad · Jul 30, 2012 at 05:47 AM 0
Share

Thx, tried but not functional. $$anonymous$$y phone used to run on 60fps, so I don't think it's my phone related. Still working on it.

avatar image ScroodgeM · Jul 30, 2012 at 05:57 AM 0
Share

check profiller. how much CPU and GPU time does main thread takes and is it 'wait for vsync' time?

also, what FPS do you see with VSync turned off?

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

9 People are following this question.

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

Related Questions

Can anyone maintain smooth 60fps on Android (2D) ? 0 Answers

Gems shine effect (particle system ) reducing my performance. 2 Answers

Android version has very low FPS, but the iOS version is fine? 0 Answers

Click a Gui Texture and Trigger Shoot1? 1 Answer

Mobile FPS Help 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