Legacy Documentation: Version 5.5
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public static var targetFrameRate: int;
public static int targetFrameRate;


Instructs game to try to render at a specified frame rate.

The default targetFrameRate is a value of -1. This makes the game render at a default frame rate. The default frame rate can vary depending on the platform. On standalone platforms the default frame rate is a maximum achievable frame rate. On mobile platforms the default frame rate is less than the maximum achievable frame rate due to need to conserve battery power. Typically on mobile platforms the default frame rate is 30FPS. On WebGL, the default value lets the browser choose the frame rate to match its render loop timing, which generally produces the smoothest results. Non-default values are only recommended if you want to throttle CPU usage on WebGL.

Note that setting targetFrameRate does not guarantee that frame rate. There can be fluctuations due to platform specifics, or the game might not achieve the frame rate because the application is using too much processing power.

If vsync is set in quality setting, the target framerate is ignored, and the vblank interval is used instead. The vBlankCount property QualitySettings.vSyncCount can be used to limit the framerate to half of the screen's

refresh rate (60 fps screen can be limited to 30 fps by setting vBlankCount to 2).

In the editor, targetFrameRate affects only the Game window. It has no effect on other editor windows.

	function Awake () {
// Make the game run as fast as possible.
// The application may not run as fast as this speed.
Application.targetFrameRate = 200;
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Awake() { Application.targetFrameRate = 200; } }

Note: The web player is not supported from 5.4.0 onwards.