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https://github.com/GTA-ASM/SanAndreasUnity
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don't create new color array every frame
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2 changed files with 6 additions and 2 deletions
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@ -13,6 +13,7 @@ namespace SanAndreasUnity.Utilities {
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private static float fpsRed = 23.0f;*/
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private float fpsDeltaTime = 0.0f;
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private Texture2D fpsTexture = null;
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private Color[] colors = null;
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private float[] fpsHistory = new float[fpsTextureWidth];
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private int fpsIndex = 0;
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@ -24,6 +25,8 @@ namespace SanAndreasUnity.Utilities {
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fpsTexture = new Texture2D(fpsTextureWidth, fpsTextureHeight, TextureFormat.RGBA32, false, true);
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colors = new Color[fpsTexture.width * fpsTexture.height];
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}
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void Update () {
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@ -54,8 +57,7 @@ namespace SanAndreasUnity.Utilities {
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if (fpsTexture == null) return;
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// Show FPS history
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Color[] colors = new Color[fpsTexture.width * fpsTexture.height];
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for (int i = 0; i < (fpsTexture.width * fpsTexture.height); i++)
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colors[i] = new Color(0.0f, 0.0f, 0.0f, 0.66f); // Half-transparent background for FPS graph
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@ -27,6 +27,8 @@
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- Check what is causing huge FPS drops - it wasn't present before ; possibly it is GC ;
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- When doing apply on a texture, don't keep texture data in memory (or specify what to do with parameter)
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- Play sounds: horn ; empty weapon clip ; ped damage ; footsteps in run and sprint states ;
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- Optimize Console.Update() - don't do trim excess for every log message
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