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Fix FPS Limit and VSync Targeting Issues #101

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12 changes: 6 additions & 6 deletions Assets/Scripts/Graphics/TargetFrameRate.cs
Original file line number Diff line number Diff line change
Expand Up @@ -5,12 +5,12 @@
using TMPro;

public class TargetFrameRate : MonoBehaviour {

void Awake () {
// Its a dead simple app. There's no need for 120 fps
// By default the vSyncCount is 2 (1/2 of max fps, ex. 120/2 = 60)

QualitySettings.vSyncCount = PlayerPrefs.GetInt("vSyncRate", 2);
Application.targetFrameRate = PlayerPrefs.GetInt("fpsTarget", 0);
// Its a dead simple app. There's no need for 120 fps
// By default the vSyncCount is 2 (1/2 of max fps, ex. 120/2 = 60)

QualitySettings.vSyncCount = PlayerPrefs.GetInt("vSyncRate", 2);
// fpsTarget is saved as a dropdown value, e.g. 3 for 30fps
Application.targetFrameRate = PlayerPrefs.GetInt("fpsTarget", 0) * 10;
}
}
32 changes: 7 additions & 25 deletions Assets/Scripts/UI/MainMenu.cs
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
using TMPro;
using TMPro;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
Expand All @@ -24,38 +24,20 @@ void Awake() {

public void SetVSyncRatio(System.Int32 value)
{
// Clear fpsTarget
PlayerPrefs.SetInt("fpsTarget", 0);
fpsTarget.value = 0;
Application.targetFrameRate = -1;

if (value == 0)
{
SetFpsTarget(3);
}

PlayerPrefs.SetInt("vSyncRate", value);
vSyncRate.value = value;

QualitySettings.vSyncCount = value;

if (value != 0)
fpsTarget.value = 0;
}

public void SetFpsTarget(System.Int32 value)
{
// Clear vSync Count
PlayerPrefs.SetInt("vSyncRate", 0);
vSyncRate.value = 0;
QualitySettings.vSyncCount = 0;

if (value == 0)
{
SetVSyncRatio(2);
}

PlayerPrefs.SetInt("fpsTarget", value);
fpsTarget.value = value;

Application.targetFrameRate = value != 0 ? value * 10 : -1;

if (value != 0)
vSyncRate.value = 0;
}

void LateUpdate() {
Expand Down