Unity中一个简单的显示FPS帧率小工具

目录

Unity中一个简单GUI的显示FPS帧率小工具

UGUI的TMP显示帧率


Unity中一个简单GUI的显示FPS帧率小工具

代码如下:

using UnityEngine;

public class FPS : MonoBehaviour
{
    private Rect labelRect = new Rect(30, 30, 100, 30);
    private float _Interval = 0.5f;
    private int _FrameCount = 0;
    private float _TimeCount = 0;
    private float _FrameRate = 0;

    void Update()
    {
        _FrameCount++;
        _TimeCount += Time.unscaledDeltaTime;
        if (_TimeCount >= _Interval)
        {
            _FrameRate = _FrameCount / _TimeCount;
            _FrameCount = 0;
            _TimeCount -= _Interval;
        }
    }

    void OnGUI()
    {
        GUI.Label(labelRect, string.Format("FPS:{0:F1}", _FrameRate));
    }
}

运行效果如下:

UGUI的TMP显示帧率

 源码:

public class TMP_FrameRateCounter : MonoBehaviour
    {
        [SerializeField]
        private float UpdateInterval = 0.5f;
        private float m_LastInterval = 0;
        private int m_Frames = 0;
        private enum FpsCounterAnchorPositions { TopLeft, BottomLeft, TopRight, BottomRight };
        [SerializeField]
        private FpsCounterAnchorPositions AnchorPosition = FpsCounterAnchorPositions.TopRight;

        private string htmlColorTag;
        private const string fpsLabel = "{0:2}</color> <#8080ff>FPS \n<#FF8000>{1:2} <#8080ff>MS";

        private TextMeshPro m_TextMeshPro;
        private Transform m_frameCounter_transform;
        private Camera m_camera;

        private FpsCounterAnchorPositions last_AnchorPosition;

        void Awake()
        {
            if (!enabled)
                return;

            m_camera = Camera.main;
            Application.targetFrameRate = 9999;

            GameObject frameCounter = new GameObject("Frame Counter");

            m_TextMeshPro = frameCounter.AddComponent<TextMeshPro>();
            m_TextMeshPro.font = Resources.Load<TMP_FontAsset>("Fonts & Materials/LiberationSans SDF");
            m_TextMeshPro.fontSharedMaterial = Resources.Load<Material>("Fonts & Materials/LiberationSans SDF - Overlay");


            m_frameCounter_transform = frameCounter.transform;
            m_frameCounter_transform.SetParent(m_camera.transform);
            m_frameCounter_transform.localRotation = Quaternion.identity;

            m_TextMeshPro.enableWordWrapping = false;
            m_TextMeshPro.fontSize = 34;
            
            Set_FrameCounter_Position(AnchorPosition);
            last_AnchorPosition = AnchorPosition;


        }

        void Start()
        {
            m_LastInterval = Time.realtimeSinceStartup;
            m_Frames = 0;
        }

        void Update()
        {
            if (AnchorPosition != last_AnchorPosition)
                Set_FrameCounter_Position(AnchorPosition);

            last_AnchorPosition = AnchorPosition;

            m_Frames += 1;
            float timeNow = Time.realtimeSinceStartup;

            if (timeNow > m_LastInterval + UpdateInterval)
            {
               
                float fps = m_Frames / (timeNow - m_LastInterval);
                float ms = 1000.0f / Mathf.Max(fps, 0.00001f);

                if (fps < 30)
                    htmlColorTag = "<color=yellow>";
                else if (fps < 10)
                    htmlColorTag = "<color=red>";
                else
                    htmlColorTag = "<color=green>";

                m_TextMeshPro.SetText(htmlColorTag + fpsLabel, fps, ms);

                m_Frames = 0;
                m_LastInterval = timeNow;
            }
        }


        void Set_FrameCounter_Position(FpsCounterAnchorPositions anchor_position)
        {
            
            m_TextMeshPro.margin = new Vector4(1f, 1f, 1f, 1f);

            switch (anchor_position)
            {
                case FpsCounterAnchorPositions.TopLeft:
                    m_TextMeshPro.alignment = TextAlignmentOptions.TopLeft;
                    m_TextMeshPro.rectTransform.pivot = new Vector2(0, 1);
                    m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 1, 100.0f));
                    break;
                case FpsCounterAnchorPositions.BottomLeft:
                    m_TextMeshPro.alignment = TextAlignmentOptions.BottomLeft;
                    m_TextMeshPro.rectTransform.pivot = new Vector2(0, 0);
                    m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 0, 100.0f));
                    break;
                case FpsCounterAnchorPositions.TopRight:
                    m_TextMeshPro.alignment = TextAlignmentOptions.TopRight;
                    m_TextMeshPro.rectTransform.pivot = new Vector2(1, 1);
                    m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 1, 100.0f));
                    break;
                case FpsCounterAnchorPositions.BottomRight:
                    m_TextMeshPro.alignment = TextAlignmentOptions.BottomRight;
                    m_TextMeshPro.rectTransform.pivot = new Vector2(1, 0);
                    m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 0, 100.0f));
                    break;
            }
        }
    }

字体材质文件下载icon-default.png?t=M4ADhttps://download.csdn.net/download/hack_yin/85539953​​​​​​​

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