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unity WaitForFixedUpdate在物理帧的最后执行
WaitForFixedUpdate在物理帧的最后执行: https://docs.unity3d.com/Manual/ExecutionOrder.html Time.frameCount是逻辑帧自增,和物理帧无关 https://answers.unity.com/questions/933751/timeframecount-vs-timerenderedframecount.html IEnumerator CountDown_WaitF计算fps帧率 iOS
[[CADisplayLink displayLinkWithTarget:self selector:@selector(displayLinkAction:)] addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSRunLoopCommonModes]; - (void)displayLinkAction:(CADisplayLink *)link { static NSTimeInterval lastTime = 0; static N显示FPS
先创建UIText,然后把脚本挂在上面 private Text FpsText; private float time; private int frameCount; void Start() { FpsText = GetComponent<Text>(); } void Update() { time += Time.unscaledDeltaTime;//unscaledDeltaTime完成最后一帧的时间 frameCounC++11计算FPS函数示例
添加以下头文件和命名空间 #include <chrono> using namespace std; using namespace std::chrono; 函数如下: double fps() { static double fps = 0.0; static int frameCount = 0; static auto lastTime = system_clock::now(); static auto curTime = system_clock