Summary
None of Phaser’s timing (except Matter Physics, sometimes) depends directly on the browser animation rate, so you shouldn’t usually have to limit the game step rate to fix timing problems. If you’re doing your own time logic, make sure you’re using delta
in the scene update()
or similar callbacks.
If you do want to limit FPS, there are two ways:
new Phaser.Game({
fps: {
limit: 33,
target: 30
}
});
new Phaser.Game({
fps: {
forceSetTimeOut: true,
target: 30
}
});