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							- using UnityEngine;
 
- using System.Collections;
 
- namespace TMPro.Examples
 
- {
 
-     
 
-     public class TMP_FrameRateCounter : MonoBehaviour
 
-     {
 
-         public float UpdateInterval = 5.0f;
 
-         private float m_LastInterval = 0;
 
-         private int m_Frames = 0;
 
-         public enum FpsCounterAnchorPositions { TopLeft, BottomLeft, TopRight, BottomRight };
 
-         public FpsCounterAnchorPositions AnchorPosition = FpsCounterAnchorPositions.TopRight;
 
-         private string htmlColorTag;
 
-         private const string fpsLabel = "{0:2}</color> <#8080ff>FPS \n<#FF8000>{1:2} <#8080ff>MS";
 
-         private TextMeshPro m_TextMeshPro;
 
-         private Transform m_frameCounter_transform;
 
-         private Camera m_camera;
 
-         private FpsCounterAnchorPositions last_AnchorPosition;
 
-         void Awake()
 
-         {
 
-             if (!enabled)
 
-                 return;
 
-             m_camera = Camera.main;
 
-             Application.targetFrameRate = 9999;
 
-             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 Start()
 
-         {
 
-             m_LastInterval = Time.realtimeSinceStartup;
 
-             m_Frames = 0;
 
-         }
 
-         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 Set_FrameCounter_Position(FpsCounterAnchorPositions anchor_position)
 
-         {
 
-             //Debug.Log("Changing frame counter anchor position.");
 
-             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;
 
-             }
 
-         }
 
-     }
 
- }
 
 
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