I have a very strange problem. This morning I was working on my scene and getting a healthy 1000 fps. I use it to measure the impact of my shaders and assets on the frame rate of the game.
And then suddenly without me doing anything to the scene it capped it’s self to 60 when in play mode.
Quick Edit: Nvidia Vsync is off, vsync in unity is off.
Ok I solved the problem for anyone who is looking for future reference.
I had the line
print("has_entered " + has_entered);
in my update function. This causes the game to wait till the console has printed
that string and since the console runs at the frame rate of the monitor that caused the entire
game to be set to that frame rate.
Also Debug.Log does the same thing so don’t print in update kids.