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Feedback on battery performance

Discussion in '2D' started by Elecman, Aug 31, 2014.

  1. Elecman

    Elecman

    Joined:
    May 5, 2011
    Posts:
    1,369
    Some 2D applications (and even some 3D applications) don't require the screen to be updated 30 or 60 frames a second. This is especially true for menu based games, puzzles, and board games. So it would be nice if we can make Unity stop rendering when nothing changes in order to improve battery life on mobile devices.

    This question was recently asked at the Unite 14 Road map and Wish list panel session, here at 41:00


    The answer was that you can just lower the frame rate. This does not work. The reason is that as you lower frame rate to say, 0.1 fps, the user input freezes or becomes very laggy.

    A real fix would be to give us control over camera rendering, like Camera.Render() for the main camera instead of Unity automatically rendering x times a second. It also requires decoupling user input from the frame rate.

    Can someone form Unity please acknowledge that the suggested fix in the video is in fact not practical and that we have a valid issue here?

    The user input issue seems to be under way:
    http://feedback.unity3d.com/suggestions/realtime-input-framerate-indepe

    Now all we need is this:
    http://feedback.unity3d.com/suggestions/better-support-for-guionly-appl