FPSDisplay.cs

using UnityEngine;
using System.Collections; public class FPSDisplay : MonoBehaviour
{
float deltaTime = 0.0f; void Update()
{
deltaTime += (Time.deltaTime - deltaTime) * 0.1f;
} void OnGUI()
{
int w = Screen.width, h = Screen.height; GUIStyle style = new GUIStyle(); Rect rect = new Rect(, , w, h * / );
style.alignment = TextAnchor.UpperLeft;
style.fontSize = h * / ;
style.normal.textColor = new Color (0.0f, 0.0f, 0.5f, 1.0f);
float msec = deltaTime * 1000.0f;
float fps = 1.0f / deltaTime;
string text = string.Format("{0:0.0} ms ({1:0.} fps)", msec, fps);
GUI.Label(rect, text, style);
}
} FPSCounter.cs /* **************************************************************************
* FPS COUNTER
* **************************************************************************
* Written by: Annop "Nargus" Prapasapong
* Created: 7 June 2012
* *************************************************************************/ using UnityEngine;
using System.Collections; /* **************************************************************************
* CLASS: FPS COUNTER
* *************************************************************************/
[RequireComponent(typeof(GUIText))]
public class FPSCounter : MonoBehaviour {
/* Public Variables */
public float frequency = 0.5f; /* **********************************************************************
* PROPERTIES
* *********************************************************************/
public int FramesPerSec { get; protected set; } /* **********************************************************************
* EVENT HANDLERS
* *********************************************************************/
/*
* EVENT: Start
*/
private void Start() {
StartCoroutine(FPS());
} /*
* EVENT: FPS
*/
private IEnumerator FPS() {
for(;;){
// Capture frame-per-second
int lastFrameCount = Time.frameCount;
float lastTime = Time.realtimeSinceStartup;
yield return new WaitForSeconds(frequency);
float timeSpan = Time.realtimeSinceStartup - lastTime;
int frameCount = Time.frameCount - lastFrameCount; // Display it
FramesPerSec = Mathf.RoundToInt(frameCount / timeSpan);
gameObject.guiText.text = FramesPerSec.ToString() + " fps";
}
}
} HUDFPS.cs sing UnityEngine;
using System.Collections; [AddComponentMenu( "Utilities/HUDFPS")]
public class HUDFPS : MonoBehaviour
{
// Attach this to any object 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
// corstartRect overall FPS even if the interval renders something like
// 5.5 frames. public Rect startRect = new Rect( , , , ); // The rect the window is initially displayed at.
public bool updateColor = true; // Do you want the color to change if the FPS gets low
public bool allowDrag = true; // Do you want to allow the dragging of the FPS window
public float frequency = 0.5F; // The update frequency of the fps
public int nbDecimal = ; // How many decimal do you want to display private float accum = 0f; // FPS accumulated over the interval
private int frames = ; // Frames drawn over the interval
private Color color = Color.white; // The color of the GUI, depending of the FPS ( R < 10, Y < 30, G >= 30 )
private string sFPS = ""; // The fps formatted into a string.
private GUIStyle style; // The style the text will be displayed at, based en defaultSkin.label. void Start()
{
StartCoroutine( FPS() );
} void Update()
{
accum += Time.timeScale/ Time.deltaTime;
++frames;
} IEnumerator FPS()
{
// Infinite loop executed every "frenquency" secondes.
while( true )
{
// Update the FPS
float fps = accum/frames;
sFPS = fps.ToString( "f" + Mathf.Clamp( nbDecimal, , ) ); //Update the color
color = (fps >= ) ? Color.green : ((fps > ) ? Color.red : Color.yellow); accum = 0.0F;
frames = ; yield return new WaitForSeconds( frequency );
}
} void OnGUI()
{
// Copy the default label skin, change the color and the alignement
if( style == null ){
style = new GUIStyle( GUI.skin.label );
style.normal.textColor = Color.white;
style.alignment = TextAnchor.MiddleCenter;
} GUI.color = updateColor ? color : Color.white;
startRect = GUI.Window(, startRect, DoMyWindow, "");
} void DoMyWindow(int windowID)
{
GUI.Label( new Rect(, , startRect.width, startRect.height), sFPS + " FPS", style );
if( allowDrag ) GUI.DragWindow(new Rect(, , Screen.width, Screen.height));
}
} HUDFPS.cs 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 = ; // FPS accumulated over the interval
private int frames = ; // 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 < )
guiText.material.color = Color.yellow;
else
if(fps < )
guiText.material.color = Color.red;
else
guiText.material.color = Color.green;
// DebugConsole.Log(format,level);
timeleft = updateInterval;
accum = 0.0F;
frames = ;
}
}
}

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