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Added setter to change fps of an open sequence during runtime#4

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ChristopherRemde merged 1 commit intoBuildingVolumes:mainfrom
TomTfh:main
Mar 30, 2026
Merged

Added setter to change fps of an open sequence during runtime#4
ChristopherRemde merged 1 commit intoBuildingVolumes:mainfrom
TomTfh:main

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@TomTfh
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@TomTfh TomTfh commented Mar 11, 2026

I added a basic Setter do manipulate the framerate of an open sequence.

The important bits are the GeometrySequenceStream (lines 217-221) and in the GeometrySequencePlayer (lines 263-267).

My apologies for the mess, in my workflow i often use Visual Studios feature (cmd+k - cmd + d) to autoformat. I guess i ran this command on those scripts as well...

Best regards :)

PS: For testing i used a very basic class:

using BuildingVolumes.Player;
using UnityEngine;
using UnityEngine.InputSystem;

public class TestFrameRateSetter : MonoBehaviour
{
    [SerializeField]
    float SpeedChange;

    [SerializeField]
    float currentSpeed;
    float baseFPS = 30;

    GeometrySequencePlayer player;

    void Start()
    {
        player = GameObject.Find("GSP")?.GetComponent<GeometrySequencePlayer>();

        if (player == null)
        {
            Debug.Log("Gameobject 'GSP' not found"); return;
        }

        currentSpeed = 1; // get FPSS from player is not working for some reason..
        Debug.Log("initial fps: " + 30 * currentSpeed);
    }

    // Update is called once per frame
    void Update()
    {
        if (Keyboard.current.upArrowKey.wasPressedThisFrame)
        {
            currentSpeed += SpeedChange;
            player.SetFrameRate(baseFPS * currentSpeed);

            Debug.Log("new Framerate: " + baseFPS * currentSpeed);
        }
        if (Keyboard.current.downArrowKey.wasPressedThisFrame)
        {
            currentSpeed -= SpeedChange;
            player.SetFrameRate(baseFPS * currentSpeed);
            Debug.Log("new Framerate: " + baseFPS * currentSpeed);

        }
    }

}

@ChristopherRemde ChristopherRemde merged commit b6dd021 into BuildingVolumes:main Mar 30, 2026
@ChristopherRemde
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Sorry for closing this PR so late, I unfortunately forgot about merging it! Thanks again for this nice improvement, works great! :)

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2 participants