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Question by daveHQ · Jul 31, 2019 at 08:32 PM · transform.rotationdirectional lighttransform.rotate

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.

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avatar image xxmariofer · Jul 31, 2019 at 09:39 PM 0
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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?

avatar image daveHQ xxmariofer · Aug 01, 2019 at 08:14 AM 0
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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.

avatar image xxmariofer daveHQ · Aug 01, 2019 at 08:34 AM 0
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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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