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Unity Engine


targetFrameRate

Specifies the target frame rate at which Unity tries to render your application.
Read time 4 minutesLast updated 4 days ago

Definition

  • Type: Property
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule
public static int targetFrameRate { get; set; }

Remarks

Accepts an integer > 0, or special value -1 (default).
Desktop
  • If QualitySettings.vSyncCount is set to
    0
    , then
    Application.targetFrameRate
    chooses a target frame rate for the application. If
    vSyncCount != 0
    , then
    targetFrameRate
    is ignored.
  • When
    QualitySettings.vSyncCount = 0
    and
    Application.targetFrameRate = -1
    , content is rendered unsynchronized as fast as possible.
  • It's recommended to use
    QualitySettings.vSyncCount
    over
    Application.targetFrameRate
    because
    vSyncCount
    implements a hardware-based synchronization mechanism, whereas
    targetFrameRate
    is a software-based timing method and is subject to microstuttering.
  • Setting
    vSyncCount = 0
    and using
    targetFrameRate
    will not produce a completely stutter-free output. Always use
    vSyncCount > 0
    when smooth frame pacing is needed.
Web
  • If QualitySettings.vSyncCount is set to
    0
    , then
    Application.targetFrameRate
    chooses a target frame rate for the application. If
    vSyncCount != 0
    , then
    targetFrameRate
    is ignored.
  • When
    QualitySettings.vSyncCount = 0
    and
    Application.targetFrameRate = -1
    , content is rendered at the native display refresh rate.
  • It's recommended to use QualitySettings.vSyncCount over
    Application.targetFrameRate
    because
    vSyncCount
    implements a hardware-based synchronization mechanism, whereas
    targetFrameRate
    is a software-based timing method and is subject to microstuttering.
  • Setting
    vSyncCount = 0
    and using
    targetFrameRate
    will not produce a completely stutter-free output. Always use
    vSyncCount > 0
    when smooth frame pacing is needed.
  • Rendering is always limited by the maximum refresh rate of the display. Setting
    vSyncCount = 0
    and
    targetFrameRate
    to an arbitrarily high value will not exceed the display's native refresh rate, even if the rendering workload is sufficiently low.
Android
  • Use
    targetFrameRate
    to control the frame rate of your application. This is useful for capping your application's frame rate to make sure your application displays smoothly and consistently under heavy rendering workloads. You can reduce your application's frame rate to conserve battery life and avoid overheating on mobile devices.
  • When
    QualitySettings.vSyncCount = 0
    and
    Application.targetFrameRate = -1
    , content is rendered at a fixed 30 fps to conserve battery power, independent of the native refresh rate of the display.
    QualitySettings.vSyncCount > 0
    are ignored.
  • Rendering is always limited by the maximum refresh rate of the display. Setting
    vSyncCount = 0
    and
    targetFrameRate
    to an arbitrarily high value will not exceed the display's native refresh rate, even if the rendering workload is sufficiently low.
  • To render at the native refresh rate of the display, set
    Application.targetFrameRate
    to the value from the Resolution.refreshRateRatio field of the Screen.currentResolution property.
  • If the specified rate doesn't evenly divide the current refresh rate of the display, then the value of
    Application.targetFrameRate
    is rounded down to the nearest number that does. For example, when running on a 60 Hz Android display, and
    Application.targetFrameRate = 25
    , content is rendered at 20 fps as 20 is the highest number below 25 that divides 60 evenly.
iOS
  • Use
    targetFrameRate
    to control the frame rate of your application. This is useful for capping your application's frame rate to make sure your application displays smoothly and consistently under heavy rendering workloads. You can also reduce your application's frame rate to conserve battery life and avoid overheating on mobile devices.
  • When
    QualitySettings.vSyncCount = 0
    and
    Application.targetFrameRate = -1
    , content is rendered at a fixed 30 fps to conserve battery power, independent of the native refresh rate of the display.
    QualitySettings.vSyncCount > 0
    are ignored.
  • Rendering is always limited by the maximum refresh rate of the display. Setting
    vSyncCount = 0
    and
    targetFrameRate
    to an arbitrarily high value will not exceed the display's native refresh rate, even if the rendering workload is sufficiently low.
  • To render at the native refresh rate of the display, set
    Application.targetFrameRate
    to the integer representation of the screen's refresh rate. This can be retrieved from the value of the
    Screen.currentResolution.refreshRateRatio
    property. For example,
    Application.targetFrameRate = (int)Screen.currentResolution.refreshRateRatio.value;
    .
  • The native refresh rate of the display is controlled by the Apple ProMotion feature. When ProMotion is disabled in the project (default for new projects), the native refresh rate is 60 Hz. When ProMotion is enabled, the native refresh rate is 120 Hz on the iOS displays that support ProMotion, 60 Hz otherwise.
  • If the specified rate doesn't evenly divide the current refresh rate of the display, then the value of
    Application.targetFrameRate
    is rounded down to the nearest number that does.
XR platforms
XR platforms ignore both QualitySettings.vSyncCount and
Application.targetFrameRate
. Instead, the XR SDK controls the frame rate.
Unity Editor
In the Editor,
Application.targetFrameRate
affects only the Game view. It has no effect on other Editor windows.

Examples

using UnityEngine;public class Example : MonoBehaviour{ void Start() { // Limit framerate to cinematic 24fps. QualitySettings.vSyncCount = 0; // Set vSyncCount to 0 so that using .targetFrameRate is enabled. Application.targetFrameRate = 24; }}