Trim comments and use implicit null checks for Unity objects

Reduce comments to non-obvious "why" notes and convert UnityEngine.Object
null checks to implicit bool (if (obj) / if (!obj)). Input System devices
(Mouse.current, Keyboard.current) and plain arrays keep explicit != null.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-06-22 17:26:41 +02:00
1 parent 3da613e1a1
commit f758c96dc5
8 files changed
+220 -427

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@@ -1,58 +1,38 @@
using UnityEngine;
/// <summary>
/// Limits the game's frame rate.
///
/// Sets <see cref="Application.targetFrameRate"/> and adjusts VSync
/// (<see cref="QualitySettings.vSyncCount"/>) accordingly. IMPORTANT: as long as
/// VSync is active, Unity ignores targetFrameRate - the limit then only takes
/// effect when VSync is off. This script therefore disables VSync automatically
/// as soon as an FPS limit is set (see <see cref="disableVSyncWhenLimiting"/>).
///
/// Changes apply live: in the editor via OnValidate (also in Play mode while
/// tweaking values in the Inspector).
///
/// Simply attach to any (ideally persistent) GameObject in the scene.
/// Caps the frame rate via <see cref="Application.targetFrameRate"/>. VSync is
/// disabled automatically while limiting, because it would otherwise override
/// targetFrameRate. Changes apply live (also in Play mode) via OnValidate.
/// </summary>
[DisallowMultipleComponent]
public class FrameRateLimiter : MonoBehaviour
{
[Header("Limit")]
[Tooltip("ON = the frame rate is capped to 'Target FPS'. OFF = unlimited " +
"(targetFrameRate = -1, platform default).")]
[Tooltip("Cap the frame rate to 'Target FPS' (off = unlimited).")]
public bool limitFrameRate = true;
[Tooltip("Target frame rate in frames per second when the limit is active.")]
[Tooltip("Target frame rate when the limit is active.")]
[Range(1, 360)]
public int targetFps = 60;
[Header("VSync")]
[Tooltip("When an FPS limit is set, disable VSync automatically. " +
"Otherwise VSync would override targetFrameRate and the limit " +
"would have no effect. Normally leave this ON.")]
[Tooltip("Disable VSync while limiting (VSync would otherwise override the FPS limit). Normally ON.")]
public bool disableVSyncWhenLimiting = true;
[Tooltip("VSync count to use when NO limit is active " +
"(0 = VSync off, 1 = every screen refresh, 2 = every second refresh).")]
[Tooltip("VSync count when no limit is active (0 = off, 1 = every refresh, 2 = every second refresh).")]
[Range(0, 2)]
public int vSyncCountWhenUnlimited = 0;
void OnEnable()
{
Apply();
}
void OnEnable() => Apply();
void OnValidate()
{
// Live adjustment when changing values in the Inspector (also in Play mode).
if (Application.isPlaying)
Apply();
}
/// <summary>
/// Applies the current limit (FPS + VSync) to the Unity settings.
/// Can also be called externally.
/// </summary>
/// <summary>Applies the current FPS + VSync settings.</summary>
public void Apply()
{
if (limitFrameRate)
@@ -65,7 +45,7 @@ public class FrameRateLimiter : MonoBehaviour
else
{
QualitySettings.vSyncCount = vSyncCountWhenUnlimited;
Application.targetFrameRate = -1; // platform default / unlimited
Application.targetFrameRate = -1;
}
}