Suspend FPS / CPU usage for static scenes in Unity3D for cross-platform development

I would like to use Unity for cross platform development without playing, but the battery consumption is painful. Most of the usage is read-only / static, i.e. The canvas does not change, just panning is performed (sometimes zooming, but not frequent). Is it possible to turn FPS to 0 and reduce CPU usage?

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Hesitant "yes" because there may be side effects that you will have to deal with on your own, but beyond some general predictions I cannot know or cannot save CPU usage at all.

But you can try fidingling with Time.timeScale

so that the game is updated less frequently, but it has some pretty broad implications (if TimeScale is 0 then your panning and zooming won't work if they depend on delta time (which will be zero) or use FixedUpdate (which will not be called)).



Generally speaking, if something is using a lot of CPU, you need to go in and find out why and optimize it. Use a Profiler . If you are absolutely certain that your application is not doing anything and the processor is still running, there may be nothing you can do (this is an engine problem).

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Application.targetFramerate

sets how many frames per second will be calculated and displayed, so setting this value to a low value will actually save power. Not sure how well this is supported on mobile. Especially iOS can depend on static setup inside your XCode project.



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