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Question by Dani · Mar 30, 2011 at 10:49 AM · fpsyield

Yield not working in C#

I'm trying to build FPS counter that will change only once per second in C#.
I have this in class definition:

float FPS;

This in void OnGUI():

GUI.Label(new Rect(0, 30, 600, 30), string.Format("FPS: {0}", this.FPS));
StartCoroutine(ShowFPS());

And this function in class:

IEnumerator ShowFPS()
{
    FPS = 1 / Time.smoothDeltaTime;
    yield return new WaitForSeconds(1);
}

The FPS counter still changes every frame although the yield return new WaitForSeconds(1);
If I put the StartCoroutine(ShowFPS()); in Update the same thing happens and if I put it in Start it just says FPS: Infinity.
How do I make the yield return new WaitForSeconds(1); wait 1 second?

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Answer by Mike 3 · Mar 30, 2011 at 10:55 AM

Currently it is waiting a second - the issue is that nothing happens after that one second, and every frame you're calling another coroutine which does the same thing - changes the fps, then waits a second before doing nothing

What you should do instead is something like:

void Start() { InvokeRepeating("UpdateFPS", 1, 1); }

void UpdateFPS() { FPS = 1 / Time.smoothDeltaTime; }

Which doesn't use coroutines, but easier to understand code

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avatar image Dani · Mar 30, 2011 at 10:58 AM 1
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Reflection methods are like 500% slower in C#

avatar image Mike 3 · Mar 30, 2011 at 11:04 AM 1
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Sure, but it's not going to be noticeable - the dynamic cost will only be done once, after that it's a direct function call from c++

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Answer by Dani · Mar 30, 2011 at 10:57 AM

Found the problem myself, adding while(true) inside the coroutine and moving the StartCoroutine to Start did the trick.

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