FramesPerSecond

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Revision as of 15:58, 11 February 2007 by KeliHlodversson (Talk | contribs)

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Author: Aras Pranckevicius (NeARAZ)

Description

Use this script on a GUIText object to display a FPS (frames per second) indicator.

It calculates frames/second over a defined interval, so the displayed number does not keep changing wildly. It is also fairly accurate at very low FPS counts (<10). The frames per second remain accurate if the time scale of the game is changed.

JavaScript - FramesPerSecond.js

<javascript> // Attach this to a GUIText to make a frames/second indicator. // // It calculates frames/second over each updateInterval, // so the display does not keep changing wildly. // // It is also fairly accurate at very low FPS counts (<10). // We do this not by simply counting frames per interval, but // by accumulating FPS for each frame. This way we end up with // correct overall FPS even if the interval renders something like // 5.5 frames.

var updateInterval = 0.5;

private var accum = 0.0; // FPS accumulated over the interval private var frames = 0; // Frames drawn over the interval private var timeleft : float; // Left time for current interval

function Start() {

   if( !guiText )
   {
       print ("FramesPerSecond needs a GUIText component!");
       enabled = false;
       return;
   }
   timeleft = updateInterval;  

}

function Update() {

   timeleft -= Time.deltaTime;
   accum += Time.timeScale/Time.deltaTime;
   ++frames;
   
   // Interval ended - update GUI text and start new interval
   if( timeleft <= 0.0 )
   {
       // display two fractional digits (f2 format)
       guiText.text = "" + (accum/frames).ToString("f2");
       timeleft = updateInterval;
       accum = 0.0;
       frames = 0;
   }

} </javascript>

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