using UnityEngine;
using System.Collections;
public class HUDFPS : MonoBehaviour
{
// Attach this to a GUIText to make a frames/second indicator.
//
// It calculates frames/second over each updateInterval,
// so the display does not keep changing wildly.
//
// It is also fairly accurate at very low FPS counts (<10).
// We do this not by simply counting frames per interval, but
// by accumulating FPS for each frame. This way we end up with
// correct overall FPS even if the interval renders something like
// 5.5 frames.
public float updateInterval = 0.5F;
private float accum = 0; // FPS accumulated over the interval
private int frames = 0; // Frames drawn over the interval
private float timeleft; // Left time for current interval
void Start()
{
if( !guiText )
{
Debug.Log("UtilityFramesPerSecond needs a GUIText component!");
enabled = false;
return;
}
timeleft = updateInterval;
}
void Update()
{
timeleft -= Time.deltaTime;
accum += Time.timeScale/Time.deltaTime;
++frames;
// Interval ended - update GUI text and start new interval
if( timeleft <= 0.0 )
{
// display two fractional digits (f2 format)
float fps = accum/frames;
string format = System.String.Format("{0:F2} FPS",fps);
guiText.text = format;
if(fps < 30)
guiText.material.color = Color.yellow;
else
if(fps < 10)
guiText.material.color = Color.red;
else
guiText.material.color = Color.green;
// DebugConsole.Log(format,level);
timeleft = updateInterval;
accum = 0.0F;
frames = 0;
}
}
}