Version: 2021.3
LanguageEnglish
  • C#

Application.targetFrameRate

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static int targetFrameRate;

Description

Specifies the target frame rate at which Unity tries to render your game.

An integer > 0, or special value -1 (default).

Desktop and Web: If QualitySettings.vSyncCount is set to 0, then Application.targetFrameRate chooses a target frame rate for the game. If vSyncCount != 0, then targetFrameRate is ignored.

Android and iOS: Mobile platforms always ignore QualitySettings.vSyncCount and instead use Application.targetFrameRate to choose a target frame rate for the game. Use targetFrameRate to control the frame rate of your game. This is useful for capping your game's frame rate to make sure your game displays smoothly and consistently under heavy rendering workloads. You can also reduce your game's frame rate to conserve battery life and avoid overheating on mobile devices.

When QualitySettings.vSyncCount = 0 and Application.targetFrameRate = -1:

- Desktop: Content is rendered unsynchronized as fast as possible.

- Web: Content is rendered at the native display refresh rate.

- Android and iOS: Content is rendered at fixed 30 fps to conserve battery power, independent of the native refresh rate of the display.

Desktop and Web: It is recommended to use QualitySettings.vSyncCount over Application.targetFrameRate because vSyncCount implements a hardware-based synchronization mechanism, whereas targetFrameRate, which is a software-based timing method is subject to microstuttering. In other words, on Desktop and Web platforms, 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, Android and iOS: Rendering is always limited by the maximum refresh rate of the display. Setting vSyncCount = 0 and targetFrameRate to an arbitrary high value will not exceed the display's native refresh rate, even if the rendering workload is sufficiently low.

Android and iOS: 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.

iOS: 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.

Android and iOS: If the specified rate does not 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 60Hz Android display, and Application.targetFrameRate = 25, then content is effectively rendered at 20fps, since 20 is the highest number below 25 that divides 60 evenly.

Note that platform and device capabilities affect the frame rate at runtime, so your game might not achieve the target frame rate.

targetFrameRate and vSyncCount

Both Application.targetFrameRate and QualitySettings.vSyncCount let you control your game's frame rate for smoother performance. targetFrameRate controls the frame rate by specifying the number of frames your game tries to render per second, whereas vSyncCount specifies the number of screen refreshes to allow between frames.

Mobile platforms ignore QualitySettings.vSyncCount. Use Application.targetFrameRate to control the frame rate on mobile platforms.

VR platforms

VR platforms ignore both QualitySettings.vSyncCount and Application.targetFrameRate and instead, the VR 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.

Additional resources: QualitySettings.vSyncCount, Screen.currentResolution.

using UnityEngine;

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