FrameRateControls.cs 3.1 KB
/******************************************************************************
 * 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;
using System.Collections;

namespace Leap.Unity{
  /// <summary>
  /// Provides control of target frame rate.
  /// </summary>
  /// <remarks>
  /// This utility is useful for verifying frame-rate independence of behaviors.
  /// </remarks>
  public class FrameRateControls : MonoBehaviour {
    public int targetRenderRate = 60; // must be > 0
    public int targetRenderRateStep = 1;
    public int fixedPhysicsRate = 50; // must be > 0
    public int fixedPhysicsRateStep = 1;
    public KeyCode unlockRender = KeyCode.RightShift;
    public KeyCode unlockPhysics = KeyCode.LeftShift;
    public KeyCode decrease = KeyCode.DownArrow;
    public KeyCode increase = KeyCode.UpArrow;
    public KeyCode resetRate = KeyCode.Backspace;
  
  	// Use this for initialization
  	void Awake () {
  		if (QualitySettings.vSyncCount != 0) {
        Debug.LogWarning ("vSync will override target frame rate. vSyncCount = " + QualitySettings.vSyncCount);
  		}
  
      Application.targetFrameRate = targetRenderRate;
      Time.fixedDeltaTime = 1f/((float)fixedPhysicsRate);
  	}
  	
  	// Update is called once per frame
    void Update () {
      if (Input.GetKey (unlockRender)) {
        if (Input.GetKeyDown (decrease)) {
          if (targetRenderRate > targetRenderRateStep) {
            targetRenderRate -= targetRenderRateStep;
            Application.targetFrameRate = targetRenderRate;
          }
        }
        if (Input.GetKeyDown (increase)) {
          targetRenderRate += targetRenderRateStep;
          Application.targetFrameRate = targetRenderRate;
        }
        if (Input.GetKeyDown (resetRate)) {
          ResetRender();
        }
      }
      if (Input.GetKey (unlockPhysics)) {
        if (Input.GetKeyDown (decrease)) {
          if (fixedPhysicsRate > fixedPhysicsRateStep) {
            fixedPhysicsRate -= fixedPhysicsRateStep;
            Time.fixedDeltaTime = 1f/((float)fixedPhysicsRate);
          }
        }
        if (Input.GetKeyDown (increase)) {
          fixedPhysicsRate += fixedPhysicsRateStep;
          Time.fixedDeltaTime = 1f/((float)fixedPhysicsRate);
        }
        if (Input.GetKeyDown (resetRate)) {
          ResetPhysics();
        }
      }
    }
  
    public void ResetRender() {
      targetRenderRate = 60;
      Application.targetFrameRate = -1;
    }
  
    public void ResetPhysics() {
      fixedPhysicsRate = 50;
      Time.fixedDeltaTime = 0.02f;
    }
    
    public void ResetAll() {
      ResetRender ();
      ResetPhysics ();
    }
  }
}