David Conway’s Post

So, for my current project, I'm working on, I need #Unity to work more like a simulator than a standard renderer, in other words, I need it so that X frames represent 1 second, regardless of how long it takes to render those frames, instead of it just trying to generate as many frames in a second. Spent a few hours trying to work out how to do it. It turns out that Unity has a feature that does that... Ya, if you use "Time.captureFramerate" or "Time.captureDeltaTime" unity will now run so that frames = time. To clarify why this is important, this one line opens up Unity to act as a very easily used, faster-than-real-time simulator, without the need to write your code in any special way, and if you use "Physics.simulationMode = SimulationMode.Update;" unity will now run physics per frame as well, meaning you can incrase the accuracy of the physics sim to that the frame rate you set, again you dont need to anything else other then that one line. And what does Unity say this handy feature is used for?... screenshots.

It is used for videos, screenshots or offline simulations. Basically clogs the realtime flow to let the simulation be per frame. But you're right, Unity docs are terrible. We are lucky the editor is still functional with the people at helm in Unity HQ.

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As popular as VR is for training instances, I’m surprised this isn’t a more common need

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this is very helpful, thank you for your sacrifice o7

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