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Question by sam32x · Nov 23, 2011 at 08:53 AM · rotationcpumaximumsomethingstupid

CPU maxed on simple 31 line script.

heres the script

 var movespeed = 0;
     var turn = 0;
     
     function Update () {
     transform.Translate(Vector3.right * Time.deltaTime * movespeed);
     transform.Rotate(Vector3.up * Time.deltaTime * turn);
     
       if (Input.GetKey("w"))
       movespeed += 1;
       
       if (Input.GetKey("m"))
       movespeed -= 0.01;
       
       if (Input.GetKey("a"))
       turn -= 10;
       
       if (Input.GetKey("d"))
       turn += 10;
       
       if (turn <= 0)
       turn += 5;
       
       if (turn >= 0)
       turn -= 5;
     }

i have a 2.4GHz E2220 and this script gets my CPU to 50% (only using 1 core) it only started after i added the rotation part its stupid because i only get 20fps on a 1GB gfx card

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avatar image CHPedersen · Nov 24, 2011 at 08:08 AM 1
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Try detaching this script altogether and see what happens. I can't see this script alone causing a drop to 20FPS with that hardware, there must be something else wrong in your project.

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Answer by Ludiares.du · Nov 23, 2011 at 12:34 PM

It could be because you're making your script check the turn in both directions and incrementing it twice here:

 if (turn <= 0)
       turn += 5;
 
       if (turn >= 0)
       turn -= 5;

and that could give some weird results. I'm not sure about it, just an idea. And please, don't bump your question.

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Answer by Iamdain · Oct 25, 2012 at 05:31 AM

I'm also seeing a massive performance hit from transform.rotate and transform.rotatearound... Calling either of these functions six times per physics cycle on iPhone 4 is killing the frame rate, from 60 -> ~15fps. Any ideas on cause or workaround?

EDIT!

Just remembered I set my fixed time step to roughly 10 times the frequency of the default while testing something previously which was causing the issue.

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