Hello community,
I know this is a common issue for many Unity developers, WebGL wont respect Application.targetFramerate
My game must run at 60 FPS for specific reasons that cant change in this moment.
Is there a workaround for this?, i read that it was related to VSYNC and its tied to Resolution and display HZ
In some displays i get 120 FPS, in some 90 fps, and in some 60 fps.
Is this remotely possible?.
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According to this thread , it will work for pretty much anything thatās not exactly 60 fps. Would it work if your code set the target framerate to 59 or 61?
I can confirm that adjusting only the āApplication.targetFramerateā to 61 effectively fixed the issue. Recently, I encountered this problem with a WebGL build, and this adjustment successfully limited the frames without requiring any other changes. The Unity version I used was 2022.3.10f1.
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