class in UnityEngine.Rendering
/
Implemented in:UnityEngine.CoreModule
Suggest a change Success!Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
Close Submission failedFor some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
Close Your name Your email Suggestion* DescriptionUse 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:
RetroSearch is an open source project built by @garambo | Open a GitHub Issue
Search and Browse the WWW like it's 1997 | Search results from DuckDuckGo
HTML:
3.2
| Encoding:
UTF-8
| Version:
0.7.4