Hi All,
Is there any way to automate kFPS setting in AppController.mm?
I kind of tired to change it to 60.0 every single time i make a new build (very often).
Hi All,
Is there any way to automate kFPS setting in AppController.mm?
I kind of tired to change it to 60.0 every single time i make a new build (very often).
I’ve found it.
Template is inside Unity.app - Contents/PlaybackEngines/iPhonePlayer/iPhone-Trampoline
Are you talking about creating a new build for the same project? If yes, then you can just build your project, and choose “Append” instead of “Replace” and your AppController.mm configurations stay the same, so you only need to change the setting once and it will be applied any other time after that.
3.5 moves it to Application.targetFrameRate command, ie in awake():
Application.targetFrameRate = 30;
question…
should target frame rate be set to 30 so if your game is on a 4s and it runs higher than 30 fps it would waste battery right?
Also dear hippo, I think your website is down…
I never trusted “Append” fuction, it’s potential bugs dealer. Anyway, my method is worked too.
How interesting! Where can i read what else 3,5 brings to iOs-related code?
I just need 60. My application doesn’t give smooth scrolling at 30.
I thought anything over 24 is good… if you can’t scroll smooth at 30fps maybe something is wrong with your movement/scrolling code.
I don’t think so. My code is simple: moving camera based on Input.touches[0].deltaPosition. But since background object in the view is huge, moving camera fast gives fillrate issues on low fps settings.
60 FPS is desirable if you have reasonably fast scrolling, or very fast movement, to make it appear smoother. There was a noticeable difference on my game ShootStorm, so I had it at 60 FPS, but I am now working on a board game conversion that is OK at 30. It should be a project decision, not a standard for all games. 60 FPS is the refresh rate of the screen, so there is no point in anything higher than that.
Is there a way to have a different kFPS for different devices? I’d like to cap iPad 1 on 30, but iPad 2 on 45. This way there will be less framerate drops on iPad 1.
Seems OK now, it was just a glitch in the matrix
30fps will consume less resources, but then you would want to also set fixedupdate to 30 as well and keep scripting and use of shaders as light as possible if you were going that route… personally I don’t give a damn and just make games
I just posted a method for switching kFPS depending on iDevice (iphone4, 4s, 3gs, ipad2 etc…)
here: http://forum.unity3d.com/threads/111144-set-ipad1-30-fps-ipad2-60
kFPS disappears in Unity 3.5. You can now use Application.targetFrameRate as part of your normal coding.