- Home /
Pausing FPS / CPU usage for static scenes
I'd like to use Unity for cross platform non game development but the battery consumption is painful. Most of the usage is read only / static, i.e., the canvas doesn't change, just panning at most (sometimes zooming, but not frequent). Is it possible to turn the FPS to 0 and reduce CPU usage?
Answer by FM-Productions · May 03, 2017 at 07:51 AM
You could: - Use Coroutines that are executed after certain defined timesteps instead of Update functions. - Disable Update() functions where you don't need them - Set the target framerate of the application to a low value: In a MonoBehavior script in Start() or Awake(), set the targetFrameRate like this: Application.targetFrameRate = 10;
10 would be the frames per second.
Although I would advise you to check on Input regularly, so you may want to have a function that is still called about 60 times per second to check on input. So I would use Coroutines or disable Update() functions where you don't need them, make Update() functions only for handling User Input and also I would not set the targetFrameRate to a lower value.
Your answer
Follow this Question
Related Questions
How to make a GUI to show how much battery is left on Flashlight? 1 Answer
Using targetFrameRate forces Main Thread HIGHER? 0 Answers
How would I go about removing a mesh renderer component on collision with a trigger? 1 Answer
Battery Pickup Regeneration 2 Answers
How to make a GUI to show how much battery is left on Flashlight? 1 Answer