FPS + Time.time not accurate on iPhone5

Hi,

I’m fighting with Time.time on iPhone5…
I’m displaying the time with the following code:

function Udapte(){
    timecount = Time.time - startTime;
    min = (timecount/60f); // Get the minutes
    sec = (timecount % 60f); // Get the seconds
    fraction = ((timecount * 100) %100);
    GUI.Box (Rect (10,10,110,50), String.Format(Time.time + '') );
}

However, it goes slower than the real time when I compare it on my watch. I thus decided to monitor the framerate with the following code (from the wiki), as it seems that Time.time is framerate dependant.

function Update()
{
    timeleft -= Time.deltaTime;
    accum += Time.timeScale/Time.deltaTime;
    ++frames;
 
    // Interval ended - update GUI text and start new interval
    if( timeleft <= 0.0 )
    {
      	displayFPS = accum/frames;
        timeleft = updateInterval;
        accum = 0.0;
        frames = 0;
    }
}

No matter what I do, I ALWAYS get 50 fps on my iPhone 5, and it’s never changing. On my iPad mini however it’s variating around 50. But on iPhone 5 it seems like stuck to 50. It works also fine in the editor, meaning that the fps is variating between 59 and 60.
I tried to change VSync, but no matter the value (0,1,2) it stays at 50 fps :confused:

What should I change to have the real time in seconds displayed and not a time which is slower than the real one) and the right FPS?
The timescale is at 1, and it’s not changing in game…

Hi,

When this is the script I am using. but I finally found the problem, it came from the fixedtimestep in the Time manager that was too low. I put it higher and now everything is normal :slight_smile: