FpsLabel.cs
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/******************************************************************************
* Copyright (C) Leap Motion, Inc. 2011-2017. *
* Leap Motion proprietary and confidential. *
* *
* Use subject to the terms of the Leap Motion SDK Agreement available at *
* https://developer.leapmotion.com/sdk_agreement, or another agreement *
* between Leap Motion and you, your company or other organization. *
******************************************************************************/
using UnityEngine;
namespace Leap.Unity {
public class FpsLabel : MonoBehaviour {
[SerializeField]
private LeapProvider _provider;
[SerializeField]
private TextMesh _frameRateText;
private SmoothedFloat _smoothedRenderFps = new SmoothedFloat();
private void OnEnable() {
if (_provider == null) {
_provider = Hands.Provider;
}
if (_frameRateText == null) {
_frameRateText = GetComponentInChildren<TextMesh>();
if (_frameRateText == null) {
Debug.LogError("Could not enable FpsLabel because no TextMesh was specified!");
enabled = false;
}
}
_smoothedRenderFps.delay = 0.3f;
_smoothedRenderFps.reset = true;
}
private void Update() {
_frameRateText.text = "";
if (_provider != null) {
Frame frame = _provider.CurrentFrame;
if (frame != null) {
_frameRateText.text += "Data FPS:" + _provider.CurrentFrame.CurrentFramesPerSecond.ToString("f2");
_frameRateText.text += System.Environment.NewLine;
}
}
if (Time.smoothDeltaTime > Mathf.Epsilon) {
_smoothedRenderFps.Update(1.0f / Time.smoothDeltaTime, Time.deltaTime);
}
_frameRateText.text += "Render FPS:" + Mathf.RoundToInt(_smoothedRenderFps.value).ToString("f2");
}
}
}