void Awake() { if (!enabled) return; m_camera = Camera.main; //Debug.Log("w:" + Screen.width + " h:" + Screen.height); GameObject frameCounter = new GameObject("Frame Counter"); m_frameCounter_transform = frameCounter.transform; m_frameCounter_transform.parent = m_camera.transform; m_frameCounter_transform.localRotation = Quaternion.identity; m_TextMeshPro = frameCounter.AddComponent<TextMeshPro>(); m_TextMeshPro.font = Resources.Load("Fonts/ARIAL SDF", typeof(TextMeshProFont)) as TextMeshProFont; m_TextMeshPro.fontSharedMaterial = Resources.Load("Fonts/ARIAL SDF Overlay", typeof(Material)) as Material; m_TextMeshPro.fontSize = 48; //m_TextMeshPro.FontColor = new Color32(255, 255, 255, 128); //m_TextMeshPro.edgeWidth = .15f; m_TextMeshPro.isOverlay = true; //m_TextMeshPro.FaceColor = new Color32(255, 128, 0, 0); //m_TextMeshPro.EdgeColor = new Color32(0, 255, 0, 255); //m_TextMeshPro.FontMaterial.renderQueue = 4000; //m_TextMeshPro.CreateSoftShadowClone(new Vector2(1f, -1f)); Set_FrameCounter_Position(AnchorPosition); last_AnchorPosition = AnchorPosition; }
void Set_FrameCounter_Position(FpsCounterAnchorPositions anchor_position) { //Debug.Log("Changing frame counter anchor position."); m_textContainer.margins = new Vector4(1f, 1f, 1f, 1f); switch (anchor_position) { case FpsCounterAnchorPositions.TopLeft: m_TextMeshPro.alignment = TextAlignmentOptions.TopLeft; m_textContainer.anchorPosition = TextContainerAnchors.TopLeft; m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 1, 100.0f)); break; case FpsCounterAnchorPositions.BottomLeft: m_TextMeshPro.alignment = TextAlignmentOptions.BottomLeft; m_textContainer.anchorPosition = TextContainerAnchors.BottomLeft; m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 0, 100.0f)); break; case FpsCounterAnchorPositions.TopRight: m_TextMeshPro.alignment = TextAlignmentOptions.TopRight; m_textContainer.anchorPosition = TextContainerAnchors.TopRight; m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 1, 100.0f)); break; case FpsCounterAnchorPositions.BottomRight: m_TextMeshPro.alignment = TextAlignmentOptions.BottomRight; m_textContainer.anchorPosition = TextContainerAnchors.BottomRight; m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 0, 100.0f)); break; } }
void Awake() { if (!enabled) { return; } m_camera = Camera.main; Application.targetFrameRate = -1; GameObject frameCounter = new GameObject("Frame Counter"); m_TextMeshPro = frameCounter.AddComponent <TextMeshPro>(); m_TextMeshPro.font = Resources.Load <TMP_FontAsset>("Fonts & Materials/LiberationSans SDF"); m_TextMeshPro.fontSharedMaterial = Resources.Load <Material>("Fonts & Materials/LiberationSans SDF - Overlay"); m_frameCounter_transform = frameCounter.transform; m_frameCounter_transform.SetParent(m_camera.transform); m_frameCounter_transform.localRotation = Quaternion.identity; m_TextMeshPro.enableWordWrapping = false; m_TextMeshPro.fontSize = 24; //m_TextMeshPro.FontColor = new Color32(255, 255, 255, 128); //m_TextMeshPro.edgeWidth = .15f; m_TextMeshPro.isOverlay = true; //m_TextMeshPro.FaceColor = new Color32(255, 128, 0, 0); //m_TextMeshPro.EdgeColor = new Color32(0, 255, 0, 255); //m_TextMeshPro.FontMaterial.renderQueue = 4000; //m_TextMeshPro.CreateSoftShadowClone(new Vector2(1f, -1f)); Set_FrameCounter_Position(AnchorPosition); last_AnchorPosition = AnchorPosition; }
void Set_FrameCounter_Position(FpsCounterAnchorPositions anchorPosition) { //Debug.Log("Changing frame counter anchor position."); _mTextMeshPro.margin = new Vector4(1f, 1f, 1f, 1f); switch (anchorPosition) { case FpsCounterAnchorPositions.TopLeft: _mTextMeshPro.alignment = TextAlignmentOptions.TopLeft; _mTextMeshPro.rectTransform.pivot = new Vector2(0, 1); _mFrameCounterTransform.position = _mCamera.ViewportToWorldPoint(new Vector3(0, 1, 100.0f)); break; case FpsCounterAnchorPositions.BottomLeft: _mTextMeshPro.alignment = TextAlignmentOptions.BottomLeft; _mTextMeshPro.rectTransform.pivot = new Vector2(0, 0); _mFrameCounterTransform.position = _mCamera.ViewportToWorldPoint(new Vector3(0, 0, 100.0f)); break; case FpsCounterAnchorPositions.TopRight: _mTextMeshPro.alignment = TextAlignmentOptions.TopRight; _mTextMeshPro.rectTransform.pivot = new Vector2(1, 1); _mFrameCounterTransform.position = _mCamera.ViewportToWorldPoint(new Vector3(1, 1, 100.0f)); break; case FpsCounterAnchorPositions.BottomRight: _mTextMeshPro.alignment = TextAlignmentOptions.BottomRight; _mTextMeshPro.rectTransform.pivot = new Vector2(1, 0); _mFrameCounterTransform.position = _mCamera.ViewportToWorldPoint(new Vector3(1, 0, 100.0f)); break; } }
void Set_FrameCounter_Position(FpsCounterAnchorPositions anchor_position) { //Debug.Log("Changing frame counter anchor position."); m_textContainer.margins = new Vector4(1f, 1f, 1f, 1f); switch (anchor_position) { case FpsCounterAnchorPositions.TopLeft: m_TextMeshPro.alignment = TextAlignmentOptions.TopLeft; m_textContainer.anchorPosition = TextContainerAnchors.TopLeft; m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 1, 100.0f)); break; case FpsCounterAnchorPositions.BottomLeft: m_TextMeshPro.alignment = TextAlignmentOptions.BottomLeft; m_textContainer.anchorPosition = TextContainerAnchors.BottomLeft; m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 0, 100.0f)); break; case FpsCounterAnchorPositions.TopRight: m_TextMeshPro.alignment = TextAlignmentOptions.TopRight; m_textContainer.anchorPosition = TextContainerAnchors.TopRight; m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 1, 100.0f)); break; case FpsCounterAnchorPositions.BottomRight: m_TextMeshPro.alignment = TextAlignmentOptions.BottomRight; m_textContainer.anchorPosition = TextContainerAnchors.BottomRight; m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 0, 100.0f)); break; } }
void Set_FrameCounter_Position(FpsCounterAnchorPositions anchor_position) { switch (anchor_position) { case FpsCounterAnchorPositions.TopLeft: //m_TextMeshPro.anchor = AnchorPositions.TopLeft; m_textContainer.anchorPosition = TextContainerAnchors.TopLeft; m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 1, 100.0f)); break; case FpsCounterAnchorPositions.BottomLeft: //m_TextMeshPro.anchor = AnchorPositions.BottomLeft; m_textContainer.anchorPosition = TextContainerAnchors.BottomLeft; m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 0, 100.0f)); break; case FpsCounterAnchorPositions.TopRight: //m_TextMeshPro.anchor = AnchorPositions.TopRight; m_textContainer.anchorPosition = TextContainerAnchors.TopRight; m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 1, 100.0f)); break; case FpsCounterAnchorPositions.BottomRight: //m_TextMeshPro.anchor = AnchorPositions.BottomRight; m_textContainer.anchorPosition = TextContainerAnchors.BottomRight; m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 0, 100.0f)); break; } }
void Awake() { if (!enabled) { return; } m_camera = Camera.main; //Debug.Log("w:" + Screen.width + " h:" + Screen.height); GameObject frameCounter = new GameObject("Frame Counter"); m_frameCounter_transform = frameCounter.transform; m_frameCounter_transform.parent = m_camera.transform; m_frameCounter_transform.localRotation = Quaternion.identity; m_TextMeshPro = frameCounter.AddComponent <TextMeshPro>(); m_TextMeshPro.font = Resources.Load("Fonts/ARIAL SDF", typeof(TextMeshProFont)) as TextMeshProFont; m_TextMeshPro.fontSharedMaterial = Resources.Load("Fonts/ARIAL SDF Overlay", typeof(Material)) as Material; m_TextMeshPro.fontSize = 48; //m_TextMeshPro.FontColor = new Color32(255, 255, 255, 128); //m_TextMeshPro.edgeWidth = .15f; m_TextMeshPro.isOverlay = true; //m_TextMeshPro.FaceColor = new Color32(255, 128, 0, 0); //m_TextMeshPro.EdgeColor = new Color32(0, 255, 0, 255); //m_TextMeshPro.FontMaterial.renderQueue = 4000; //m_TextMeshPro.CreateSoftShadowClone(new Vector2(1f, -1f)); Set_FrameCounter_Position(AnchorPosition); last_AnchorPosition = AnchorPosition; }
void Update() { if (AnchorPosition != last_AnchorPosition) Set_FrameCounter_Position(AnchorPosition); last_AnchorPosition = AnchorPosition; m_Frames += 1; float timeNow = Time.realtimeSinceStartup; if (timeNow > m_LastInterval + UpdateInterval) { // display two fractional digits (f2 format) float fps = m_Frames / (timeNow - m_LastInterval); float ms = 1000.0f / Mathf.Max(fps, 0.00001f); if (fps < 30) htmlColorTag = "<color=yellow>"; else if (fps < 10) htmlColorTag = "<color=red>"; else htmlColorTag = "<color=green>"; m_TextMeshPro.SetText(htmlColorTag + fpsLabel, fps, ms); m_Frames = 0; m_LastInterval = timeNow; } }
void Awake() { if (!enabled) { return; } Application.targetFrameRate = 120; GameObject frameCounter = new GameObject("Frame Counter"); m_frameCounter_transform = frameCounter.AddComponent <RectTransform>(); m_frameCounter_transform.SetParent(this.transform, false); m_TextMeshPro = frameCounter.AddComponent <TextMeshProUGUI>(); m_TextMeshPro.font = Resources.Load("Fonts & Materials/ARIAL SDF", typeof(TMP_FontAsset)) as TMP_FontAsset; m_TextMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/ARIAL SDF Overlay", typeof(Material)) as Material; m_TextMeshPro.enableWordWrapping = false; m_TextMeshPro.fontSize = 36; m_TextMeshPro.isOverlay = true; Set_FrameCounter_Position(AnchorPosition); last_AnchorPosition = AnchorPosition; }
void Set_FrameCounter_Position(FpsCounterAnchorPositions anchor_position) { switch (anchor_position) { case FpsCounterAnchorPositions.TopLeft: //commented out code was ommited here m_textContainer.anchorPosition = TextContainerAnchors.TopLeft; m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 1, 100.0f)); break; case FpsCounterAnchorPositions.BottomLeft: //commented out code was ommited here m_textContainer.anchorPosition = TextContainerAnchors.BottomLeft; m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 0, 100.0f)); break; case FpsCounterAnchorPositions.TopRight: //commented out code was ommited here m_textContainer.anchorPosition = TextContainerAnchors.TopRight; m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 1, 100.0f)); break; case FpsCounterAnchorPositions.BottomRight: //commented out code was ommited here m_textContainer.anchorPosition = TextContainerAnchors.BottomRight; m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 0, 100.0f)); break; } }
void Awake() { if (!enabled) { return; } //ApplicationExit.targetFrameRate = 1000; GameObject frameCounter = new GameObject("Frame Counter"); m_frameCounter_transform = frameCounter.AddComponent <RectTransform>(); m_frameCounter_transform.SetParent(this.transform, false); m_TextMeshPro = frameCounter.AddComponent <TextMeshProUGUI>(); m_TextMeshPro.font = Resources.Load <TMP_FontAsset>("Fonts & Materials/LiberationSans SDF"); m_TextMeshPro.fontSharedMaterial = Resources.Load <Material>("Fonts & Materials/LiberationSans SDF - Overlay"); m_TextMeshPro.enableWordWrapping = false; m_TextMeshPro.fontSize = 36; m_TextMeshPro.isOverlay = true; Set_FrameCounter_Position(AnchorPosition); last_AnchorPosition = AnchorPosition; }
private void Set_FrameCounter_Position(FpsCounterAnchorPositions anchor_position) { switch (anchor_position) { case FpsCounterAnchorPositions.TopLeft: //m_TextMeshPro.anchor = AnchorPositions.TopLeft; m_textContainer.anchorPosition = TextContainerAnchors.TopLeft; m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 1, 100.0f)); break; case FpsCounterAnchorPositions.BottomLeft: //m_TextMeshPro.anchor = AnchorPositions.BottomLeft; m_textContainer.anchorPosition = TextContainerAnchors.BottomLeft; m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 0, 100.0f)); break; case FpsCounterAnchorPositions.TopRight: //m_TextMeshPro.anchor = AnchorPositions.TopRight; m_textContainer.anchorPosition = TextContainerAnchors.TopRight; m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 1, 100.0f)); break; case FpsCounterAnchorPositions.BottomRight: //m_TextMeshPro.anchor = AnchorPositions.BottomRight; m_textContainer.anchorPosition = TextContainerAnchors.BottomRight; m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 0, 100.0f)); break; } }
void Set_FrameCounter_Position(FpsCounterAnchorPositions anchor_position) { //commented out code was ommited here m_TextMeshPro.margin = new Vector4(1f, 1f, 1f, 1f); switch (anchor_position) { case FpsCounterAnchorPositions.TopLeft: m_TextMeshPro.alignment = TextAlignmentOptions.TopLeft; m_TextMeshPro.rectTransform.pivot = new Vector2(0, 1); m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 1, 100.0f)); break; case FpsCounterAnchorPositions.BottomLeft: m_TextMeshPro.alignment = TextAlignmentOptions.BottomLeft; m_TextMeshPro.rectTransform.pivot = new Vector2(0, 0); m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 0, 100.0f)); break; case FpsCounterAnchorPositions.TopRight: m_TextMeshPro.alignment = TextAlignmentOptions.TopRight; m_TextMeshPro.rectTransform.pivot = new Vector2(1, 1); m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 1, 100.0f)); break; case FpsCounterAnchorPositions.BottomRight: m_TextMeshPro.alignment = TextAlignmentOptions.BottomRight; m_TextMeshPro.rectTransform.pivot = new Vector2(1, 0); m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 0, 100.0f)); break; } }
void Set_FrameCounter_Position(FpsCounterAnchorPositions anchor_position) { //Debug.Log("Changing frame counter anchor position."); switch (anchor_position) { case FpsCounterAnchorPositions.TopLeft: m_TextMeshPro.anchor = AnchorPositions.TopLeft; m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 1, 100.0f)); break; case FpsCounterAnchorPositions.BottomLeft: m_TextMeshPro.anchor = AnchorPositions.BottomLeft; m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 0, 100.0f)); break; case FpsCounterAnchorPositions.TopRight: m_TextMeshPro.anchor = AnchorPositions.TopRight; m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 1, 100.0f)); break; case FpsCounterAnchorPositions.BottomRight: m_TextMeshPro.anchor = AnchorPositions.BottomRight; m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 0, 100.0f)); break; } }
void Update() { UpdateAverageFramerate(); if (AnchorPosition != last_AnchorPosition) { Set_FrameCounter_Position(AnchorPosition); } last_AnchorPosition = AnchorPosition; m_Frames += 1; float timeNow = Time.realtimeSinceStartup; if (timeNow > m_LastInterval + UpdateInterval) { // display two fractional digits (f2 format) fps = m_Frames / (timeNow - m_LastInterval); ms = 1000.0f / Mathf.Max(fps, 0.00001f); if (fps < 30) { htmlColorTag = "<color=yellow>"; } else if (fps < 10) { htmlColorTag = "<color=red>"; } else { htmlColorTag = "<color=green>"; } if (isVisible == true) { m_TextMeshPro.SetText(htmlColorTag + fpsLabel, fps, ms); } else { m_TextMeshPro.SetText(""); } m_Frames = 0; m_LastInterval = timeNow; } }
void Update() { if (AnchorPosition != last_AnchorPosition) { Set_FrameCounter_Position(AnchorPosition); } last_AnchorPosition = AnchorPosition; m_Frames += 1; float timeNow = Time.realtimeSinceStartup; if (timeNow > m_LastInterval + UpdateInterval) { // display two fractional digits (f2 format) float fps = m_Frames / (timeNow - m_LastInterval); float ms = 1000.0f / Mathf.Max(fps, 0.00001f); if (fps < 30) { htmlColorTag = "<color=yellow>"; } else if (fps < 10) { htmlColorTag = "<color=red>"; } else { htmlColorTag = "<color=green>"; } //string format = System.String.Format(htmlColorTag + "{0:F2} </color>FPS \n{1:F2} <#8080ff>MS",fps, ms); //m_TextMeshPro.text = format; m_TextMeshPro.SetText(htmlColorTag + fpsLabel, fps, ms); m_Frames = 0; m_LastInterval = timeNow; } }
void Update() { if (AnchorPosition != last_AnchorPosition) { Set_FrameCounter_Position(AnchorPosition); } last_AnchorPosition = AnchorPosition; m_Frames += 1; float timeNow = Time.realtimeSinceStartup; if (timeNow > m_LastInterval + UpdateInterval) { // display two fractional digits (f2 format) float fps = m_Frames / (timeNow - m_LastInterval); float ms = 1000.0f / Mathf.Max(fps, 0.00001f); if (fps < 30) { htmlColorTag = "<color=yellow>"; } else if (fps < 10) { htmlColorTag = "<color=red>"; } else { htmlColorTag = "<color=green>"; } //commented out code was ommited here //commented out code was ommited here m_TextMeshPro.SetText(htmlColorTag + fpsLabel, fps, ms); m_Frames = 0; m_LastInterval = timeNow; } }
void Update() { if (this.AnchorPosition != this.last_AnchorPosition) { this.Set_FrameCounter_Position(this.AnchorPosition); } this.last_AnchorPosition = this.AnchorPosition; this.m_Frames += 1; var timeNow = Time.realtimeSinceStartup; if (timeNow > this.m_LastInterval + this.UpdateInterval) { // display two fractional digits (f2 format) var fps = this.m_Frames / (timeNow - this.m_LastInterval); var ms = 1000.0f / Mathf.Max(fps, 0.00001f); if (fps < 30) { this.htmlColorTag = "<color=yellow>"; } else if (fps < 10) { this.htmlColorTag = "<color=red>"; } else { this.htmlColorTag = "<color=green>"; } //string format = System.String.Format(htmlColorTag + "{0:F2} </color>FPS \n{1:F2} <#8080ff>MS",fps, ms); //m_TextMeshPro.text = format; this.m_TextMeshPro.SetText(this.htmlColorTag + fpsLabel, fps, ms); this.m_Frames = 0; this.m_LastInterval = timeNow; } }
void Set_FrameCounter_Position(FpsCounterAnchorPositions anchor_position) { switch (anchor_position) { case FpsCounterAnchorPositions.TopLeft: m_TextMeshPro.alignment = TextAlignmentOptions.TopLeft; m_frameCounter_transform.pivot = new Vector2(0, 1); m_frameCounter_transform.anchorMin = new Vector2(0.01f, 0.99f); m_frameCounter_transform.anchorMax = new Vector2(0.01f, 0.99f); m_frameCounter_transform.anchoredPosition = new Vector2(0, 1); break; case FpsCounterAnchorPositions.BottomLeft: m_TextMeshPro.alignment = TextAlignmentOptions.BottomLeft; m_frameCounter_transform.pivot = new Vector2(0, 0); m_frameCounter_transform.anchorMin = new Vector2(0.01f, 0.01f); m_frameCounter_transform.anchorMax = new Vector2(0.01f, 0.01f); m_frameCounter_transform.anchoredPosition = new Vector2(0, 0); break; case FpsCounterAnchorPositions.TopRight: m_TextMeshPro.alignment = TextAlignmentOptions.TopRight; m_frameCounter_transform.pivot = new Vector2(1, 1); m_frameCounter_transform.anchorMin = new Vector2(0.99f, 0.99f); m_frameCounter_transform.anchorMax = new Vector2(0.99f, 0.99f); m_frameCounter_transform.anchoredPosition = new Vector2(1, 1); break; case FpsCounterAnchorPositions.BottomRight: m_TextMeshPro.alignment = TextAlignmentOptions.BottomRight; m_frameCounter_transform.pivot = new Vector2(1, 0); m_frameCounter_transform.anchorMin = new Vector2(0.99f, 0.01f); m_frameCounter_transform.anchorMax = new Vector2(0.99f, 0.01f); m_frameCounter_transform.anchoredPosition = new Vector2(1, 0); break; } }
void Update() { if (anchorPosition != _lastAnchorPosition) { Set_FrameCounter_Position(anchorPosition); } _lastAnchorPosition = anchorPosition; _mFrames += 1; float timeNow = Time.realtimeSinceStartup; if (timeNow > _mLastInterval + updateInterval) { // display two fractional digits (f2 format) float fps = _mFrames / (timeNow - _mLastInterval); float ms = 1000.0f / Mathf.Max(fps, 0.00001f); if (fps < 30) { _htmlColorTag = "<color=yellow>"; } else if (fps < 10) { _htmlColorTag = "<color=red>"; } else { _htmlColorTag = "<color=green>"; } _mTextMeshPro.SetText(_htmlColorTag + FpsLabel, fps, ms); _mFrames = 0; _mLastInterval = timeNow; } }
void Awake() { if (!enabled) return; m_camera = Camera.main; Application.targetFrameRate = -1; GameObject frameCounter = new GameObject("Frame Counter"); m_TextMeshPro = frameCounter.AddComponent<TextMeshPro>(); m_TextMeshPro.font = Resources.Load("Fonts & Materials/ARIAL SDF", typeof(TMP_FontAsset)) as TMP_FontAsset; m_TextMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/ARIAL SDF Overlay", typeof(Material)) as Material; m_frameCounter_transform = frameCounter.transform; m_frameCounter_transform.SetParent(m_camera.transform); m_frameCounter_transform.localRotation = Quaternion.identity; m_TextMeshPro.enableWordWrapping = false; m_TextMeshPro.fontSize = 24; //m_TextMeshPro.FontColor = new Color32(255, 255, 255, 128); //m_TextMeshPro.edgeWidth = .15f; m_TextMeshPro.isOverlay = true; //m_TextMeshPro.FaceColor = new Color32(255, 128, 0, 0); //m_TextMeshPro.EdgeColor = new Color32(0, 255, 0, 255); //m_TextMeshPro.FontMaterial.renderQueue = 4000; //m_TextMeshPro.CreateSoftShadowClone(new Vector2(1f, -1f)); m_textContainer = frameCounter.GetComponent<TextContainer>(); Set_FrameCounter_Position(AnchorPosition); last_AnchorPosition = AnchorPosition; }
void Awake() { if (!enabled) { return; } m_camera = Camera.main; Application.targetFrameRate = -1; GameObject frameCounter = new GameObject("Frame Counter"); m_TextMeshPro = frameCounter.AddComponent <TextMeshPro>(); m_TextMeshPro.font = Resources.Load <TMP_FontAsset>("Fonts & Materials/LiberationSans SDF"); m_TextMeshPro.fontSharedMaterial = Resources.Load <Material>("Fonts & Materials/LiberationSans SDF - Overlay"); m_frameCounter_transform = frameCounter.transform; m_frameCounter_transform.SetParent(m_camera.transform); m_frameCounter_transform.localRotation = Quaternion.identity; m_TextMeshPro.enableWordWrapping = false; m_TextMeshPro.fontSize = 24; //commented out code was ommited here //commented out code was ommited here m_TextMeshPro.isOverlay = true; //commented out code was ommited here //commented out code was ommited here //commented out code was ommited here //commented out code was ommited here Set_FrameCounter_Position(AnchorPosition); last_AnchorPosition = AnchorPosition; }
void Awake() { if (!enabled) return; Application.targetFrameRate = -1; GameObject frameCounter = new GameObject("Frame Counter"); m_frameCounter_transform = frameCounter.AddComponent<RectTransform>(); m_frameCounter_transform.SetParent(this.transform, false); m_TextMeshPro = frameCounter.AddComponent<TextMeshProUGUI>(); m_TextMeshPro.font = Resources.Load("Fonts & Materials/ARIAL SDF", typeof(TMP_FontAsset)) as TMP_FontAsset; m_TextMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/ARIAL SDF Overlay", typeof(Material)) as Material; m_TextMeshPro.enableWordWrapping = false; m_TextMeshPro.fontSize = 36; m_TextMeshPro.isOverlay = true; Set_FrameCounter_Position(AnchorPosition); last_AnchorPosition = AnchorPosition; }
void Set_FrameCounter_Position(FpsCounterAnchorPositions anchor_position) { //Debug.Log("Changing frame counter anchor position."); switch (anchor_position) { case FpsCounterAnchorPositions.TopLeft: m_TextMeshPro.anchor = AnchorPositions.TopLeft; m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 1, 100.0f)); break; case FpsCounterAnchorPositions.BottomLeft: m_TextMeshPro.anchor = AnchorPositions.BottomLeft; m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 0, 100.0f)); break; case FpsCounterAnchorPositions.TopRight: m_TextMeshPro.anchor = AnchorPositions.TopRight; m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 1, 100.0f)); break; case FpsCounterAnchorPositions.BottomRight: m_TextMeshPro.anchor = AnchorPositions.BottomRight; m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 0, 100.0f)); break; } }
void Set_FrameCounter_Position(FpsCounterAnchorPositions anchor_position) { switch (anchor_position) { case FpsCounterAnchorPositions.TopLeft: m_TextMeshPro.alignment = TextAlignmentOptions.TopLeft; m_frameCounter_transform.pivot = new Vector2(0, 1); m_frameCounter_transform.anchorMin = new Vector2(0.01f, 0.99f); m_frameCounter_transform.anchorMax = new Vector2(0.01f, 0.99f); m_frameCounter_transform.anchoredPosition = new Vector2(0, 1); break; case FpsCounterAnchorPositions.BottomLeft: m_TextMeshPro.alignment = TextAlignmentOptions.BottomLeft; m_frameCounter_transform.pivot = new Vector2(0, 0); m_frameCounter_transform.anchorMin = new Vector2(0.01f, 0.01f); m_frameCounter_transform.anchorMax = new Vector2(0.01f, 0.01f); m_frameCounter_transform.anchoredPosition = new Vector2(0, 0); break; case FpsCounterAnchorPositions.TopRight: m_TextMeshPro.alignment = TextAlignmentOptions.TopRight; m_frameCounter_transform.pivot = new Vector2(1, 1); m_frameCounter_transform.anchorMin = new Vector2(0.99f, 0.99f); m_frameCounter_transform.anchorMax = new Vector2(0.99f, 0.99f); m_frameCounter_transform.anchoredPosition = new Vector2(1, 1); break; case FpsCounterAnchorPositions.BottomRight: m_TextMeshPro.alignment = TextAlignmentOptions.BottomRight; m_frameCounter_transform.pivot = new Vector2(1, 0); m_frameCounter_transform.anchorMin = new Vector2(0.99f, 0.01f); m_frameCounter_transform.anchorMax = new Vector2(0.99f, 0.01f); m_frameCounter_transform.anchoredPosition = new Vector2(1, 0); break; } }