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(0, 0, w, h * 2 / 100); style.alignment = TextAnchor.UpperLeft; style.fontSize = h * 2 / 100; 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( 10, 10, 75, 50 ); // 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 = 1; // How many decimal do you want to display private float accum = 0f; // FPS accumulated over the interval private int frames = 0; // 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, 0, 10 ) ); //Update the color color = (fps >= 30) ? Color.green : ((fps > 10) ? Color.red : Color.yellow); accum = 0.0F; frames = 0; 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(0, startRect, DoMyWindow, ""); } void DoMyWindow(int windowID) { GUI.Label( new Rect(0, 0, startRect.width, startRect.height), sFPS + " FPS", style ); if( allowDrag ) GUI.DragWindow(new Rect(0, 0, 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 = 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; } } }
显示游戏FPS帧率的几种计算方式,布布扣,bubuko.com
原文:http://www.cnblogs.com/123ing/p/3704876.html