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An alternative to the answer of @KevLoughrey would be: uint framesSinceStartup; void Update() { framesSinceStartup++; } This is probably the same thing that Unity does for counting frames.


You can retrieve the number of frames that have passed with Time.frameCount();, if that's what you're looking for. http://docs.unity3d.com/ScriptReference/Time-frameCount.html From there, writing to a file in C# is pretty trivial: http://forum.unity3d.com/threads/how-to-write-a-file.8864/


Obviously his question is "why the heck is my scene so slow, and how can I make it faster". I would say that seems like something not specifically answerable, but general guidelines can be given. the scene contents and complexity lies in two things: number of atomic elements (draw calls). these are objects that are moveable separately. sheer weight per ...


Specifically for display refresh rate, it's not really much of a choice, it's more of a mandate, and there's no reason not to go for this. The reason is that a lot of underlying technologies / rendering engines opt for syncing with the hardware (vsync) which typically updates at about 60Hz (this figure primarily for historical reasons - it was closely ...

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