Coroutines are stopped currently when the component becomes inactive
That’s different to Unity I was told (I wasnt aware of that when implementing it - so it may be actually cooler to have them stay alive even when the component is inactive)
Maybe both for active and inactive could be interesting.
by user 615280976855171083
By passing in an argument? Yeah maybe
Hi @totjoss I’ve added a first test of targetFrameRate
to the context in the latest release. Maybe you can try this ?
@ROBYER1 it should be number in fps, the main loop will try to clamp to this framerate. Leave it undefined to run as before.
Awesome ! Does it affect the
update()
loop rate ? Or it should only affect the render loop ?
by user 615280976855171083
It does affect update.
Alright !
by user 615280976855171083
I’ve realized that the update/render framerate seems lower than the targetFrameRate
value. For instance if I set it to 60, I get an overall framerate at 50. And if I set it to 75, I get an overall framerate at 60.
I’m using context.time.smoothedFps
to know the FPS counter, which seems pretty relevant to what I’m seeing.
by user 615280976855171083