Frames Per Second
http://catlikecoding.com/unity/tutorials/frames-per-second/
August was filled with lots of activities for me, but not much coding or writing. But I did manage to produce a tutorial at the end!
This tutorial takes a look at measuring the frame rate of your scene. Not a glamorous topic, but an important one. You have the game view statistics and the profiler, but neither gives a good indication of the actual frame rate that you are getting when running your app. So we end up creating our own counter and use Unity's UI to show the FPS in the corner of the game window. It might seem trivial, but there are a few interesting observations to make along the way.
Comments (5)
Hey Jasper! My lowest FPS value in the display jitters around, instead of only updating when it registers a new lowest number. Is this intentional? It even happens when I replaced my scripts with yours.
You always have a jittery frame rate, unless you exceed the maximum. Averaging over multiple frames just smoothes it. The averaged values still get updated every frame, but because they won't jump so erratically you're actually able to read them. As you keep spawning more nucleons, your average and maximum frame rate will begin to fluctuate as well.
Hi Jasper, I have a question. When we are building the array containing the two spheres, why are we declaring its type to be Nucleon[], as opposed to for example GameObject[] or anything else. I tried making a new "test" class and casting the array as it but it wouldn't allow me to populate the prefabs in it unless the had the "test" class as a component. I guess my question is how come casting as a component class allows you to populate it with the parent object along with all the other attached classes (rigidbody, renderer, etc). Thanks
We're using Nucleon because that what we're working with. This mandates that our objects have a nucleon component attached, which is what we want.
Forgot to put in the PDF link. It's there now!
