apollo wrote:@Mistermind
The only difference I saw was Fixed Timestep: 0.02
I made the change but didn't really see any improvement.
Thanks for the help nonetheless
That alone should be the cause of the problem. When the Timestep is incorrect that is the exact result you'd see. To run at 60 FPS you need Fixed Timestep at 0.01666667.
About the FixedUpdate, that is not the problem. The profiler is just pointing out the function that uses the most resources, which is UFE's main tick function (since it calls out to everything else in the game). Notice you will see the exact same result with your previous copy of UFE lite.
The problem is most likely because you copied the files onto an existing project instead of extracting UFE Source package directly. As a result, some of the project settings were not properly overridden. This process can be done manually, here is how:
- Close Unity.
- Using the explorer and navigate to (Project Folder)\Assets\UFE\ProjectSettings
- Open ProjectSettings.zip
- Extract its content to (Project Folder)\ProjectSettings
- Reopen your project in Unity
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