Use the OnDemandRendering class to control and query information about your application's rendering speed independent from all other subsystems (such as physics, input, or animation).
If you use this with Optimized Frame Pacing on Android, and if you're also using OpenGL ES, Optimized Frame Pacing is most effective when the frame rate is either 20, 30, or 60 frames per second. To make sure that you render at one of these frame rates, use OnDemandRendering.effectiveRenderframerate.
Vulkan is less strict and allows a greater number of valid frame rates.
If you request an incompatible frame rate, the application renders at the highest frame rate possible. However, if the renderFrameInterval is too high, the application might become unresponsive because the time between rendered frames also becomes too high.
Note about event execution:
The diagram on this page describes the execution order for events in each frame. However, render-specific events, including those for Scene rendering, Gizmo rendering, GUI rendering, and End of frame sections, don't occur during frames that Unity doesn't render (when OnDemandRendering.willCurrentFrameRender is false).
effectiveRenderFrameRate | 渲染的当前估计速率,以每秒帧数为单位,舍入为最接近的整数。 |
renderFrameInterval | 获取或设置当前帧率间隔。若要将渲染恢复为 Application.targetFrameRate 或 QualitySettings.vSyncCount 的值,请将此设置为 0 或 1。 |
willCurrentFrameRender | 如果渲染当前帧,则为 True。 |
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