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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
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.
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.
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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