When my Unity is paused (for example, when a game is left in the background on mobile devices) and then resumed, the "pause" time isn't removed from the FPS calculation. That leads to a decreased calculated FPS value, which doesn't represent reality.
When my Unity is paused (for example, when a game is left in the background on mobile devices) and then resumed, the "pause" time isn't removed from the FPS calculation. That leads to a decreased calculated FPS value, which doesn't represent reality.