Unity Editor runs at 30fps but used to run at 60fps. This happened after I tried to compile the game for Android. The project is a Windows application and switching to Android was just experimental. I’m not sure if this is the reason or anything else, but I can’t recall changing anything. The fps is measured in my script:
fps = 1 / Time.deltaTime;
I also monitor fps using the in-built stats on the game display. When my measured fps is 60 the stats fps is around 80. Now my measured fps is 30 and stats display 63.
When I build and run the game from its executable the framerate is solid 60. It’s just the Editor which has the problem. Running Unity Editor version: 2018.1.1f1.
Yes, restarted multiple times, both the editor and the pc, the problem persists for a few days now. I also tried loading different scenes and projects without any positive outcome. I also tried to set a custom framerate using Application.targetFrameRate without any luck.
I’m assuming you mean the player running in the editor is running at 30 fps? I’d guess that switching the build target might have switched Time.targetFrameRate = 30, try setting it to -1 or 60. Alternatively go to your Quality Settings and under other, change the VSynch setting (or just switch your build target back to windows in the build settings window)
I’m facing a similar issue. When i’m testing my game from unity I play with about 200Fps but when I’m building the game and test it on my android device, is very laggy and I’m sure is about 30Fps. I try to change the VSynch, it works when I’m playing the game on unity but on my device is not change anything. If there is any other suggestion please tell me.
That sounds like a different problem, as it is not the performance within the Editor that changed.
Also, for mobile, you’ll generally be limited to 30 FPS as a default so you’ll want to set Application.targetFrameRate to 60 or -1 additionally to changing your VSync settings.
That said, mobile devices have quite vastly different performance characteristics than your standard developer PC/Mac. That is one of the reasons why Profiling and checking a games performance should always be primarily focused on on-Device performance.
So in general, for poor performance you should investigate that using the Profiler Window while running the game on your target device.
To get started with Profiling, you might want to check out this Best Practices Tutorial and the Profiler Manual pages.
Hi sorry for the necro but in case someone stumbles upon this as this is one of the top results on Google Search.
I’ve just got into this same issue, but maybe mine is different reason.
I’m working on my game and it’s always 60 on the editor and became locked to 30 the next day I worked. After a lot of searching I tried something out. Basically I’m working on a gaming laptop and so I plugged in the charger, and now it’s back to 60. So the conclusion for my problem is I’ll be locked to 30 if on battery, and be unlocked if I go with plugged.
Probably could go unlocked to on battery if I set my Windows battery settings to Better Performance, but it’s alright I like my battery life more. Wish that there’s just some info about this though, so it’s not a waste of time searching for answers thinking you have something wrong in your game.