iOS: Can't see WaitForTargetFPS in profiler

Hi,

I’m building an iOS app, and I set Application.targetFrameRate = 60. However, when I’m running on the device and connect Unity’s profiler, it looks like the app is running much faster than that (100-250fps). I also don’t see any call to WaitForTargetFPS, which I expect to be running to keep the game at the specified frame rate.

Is there any way to be sure the game is running at 60fps on-device; and/or should I be able to see the calls to WaitForTargetFPS?

Setting v-sync doesn’t affect these results – and to my understanding, Unity will always force QualitySettings.vSyncCount to 1 or 2 (never to the uncapped 0) at runtime.

Well, partial answer! In the Debug navigator in Xcode (one of the icons below the Play/Stop button in the IDE), there is an option to monitor the FPS – and it is running at 60fps (30 when I instruct it to do so), so that’s one issue solved.

Still not sure why I don’t see that WaitForTargetFPS call in the connected Unity profiler, but I guess I’ll keep working on that.