Profiler markers reference
Profiler counters referenceUnity has built-in profiler countersPlaced in code with the ProfilerCounter API to track metrics, such as the number of enemies spawned in your game. More info
See in Glossary which you can use to collect and display metrics in custom ProfilerA window that helps you to optimize your game. It shows how much time is spent in the various areas of your game. For example, it can report the percentage of time spent rendering, animating, or in your game logic. More info
See in Glossary modules. The following tables outline the available built-in profiler counters. This information is also available via the ProfilerRecorder
API and in the Profiler module editor so you can add them to a custom Profiler module. The following tables contain a list of profiler counters available in Unity:
The available file access profiler counters and availability in release (non-development) players are as follows:
Profiler counter Description Availability in release (non-development) players File Bytes Read Total number of bytes of information Unity read from this file during the selected frames. Unavailable File Bytes Written Total number of bytes of information Unity wrote to this file during the selected frames. Unavailable File Handles Open The total number of file handles held open at any time during this frame. This includes files that Unity opens and closes within the same frame. Unavailable File Reads Finished Number of file reads completed during this frame. Unavailable File Reads Started Number of file reads started during this frame Unavailable File Seeks The number of file seek operations performed in the local file system this frame. A file seek operation involves a search through the contents of a file. Unavailable Files Closed The total number of files successfully closed in the local file system this frame. Unavailable Files Opened The total number of files successfully opened in the local file system this frame. Unavailable Reads in Flight The total number of read operations that were in progress during this frame. UnavailableFor more information about collecting file access data, refer to File Access Profiler module reference.
Asset loading profiler countersThe available asset loading profiler counters and availability in release (non-development) players are as follows:
Profiler counter Description Availability in release (non-development) players Audio Reads The number of bytes requested from the AsyncReadManager for an audio load. Unavailable Entities Reads The number of bytes requested from the AsyncReadManager by scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More infoFor more information about collecting asset data, refer to Asset Loading Profiler module reference.
Memory profiler countersThe following table outlines the available memory profiler counters and availability in release (non-development) players.
Tip: You can use the Object.FindObjectsByType
method to find objects of specific types, and then pass this information to Profiler.GetRuntimeMemorySizeLong
to get their memory amount and then implement this information in release players. For example, to get the counters for Mesh Count or Mesh Memory, use Object.FindObjectsByType<Mesh>().length
and then pass these entries to GetRunTimeMemorySizeLong
. Only use Find
and its related APIs in development code.
GetRunTimeMemorySizeLong
has an impact on performance, and doesnât provide graphics memory amounts in release builds.
UnityEngine.Object
instances. This number includes the GameObject Count counter, plus the total number of components, and everything which isnât an asset in the scene. Unavailable System Total Used Memory The total memory used by all applications running on the device in bytes. Available System Used Memory The total amount of resident memory according to the operating system of the platform in bytes. This value is the same as the App Resident Memory value. Available Texture Count The total count of loaded textures Unavailable Texture Memory The total amount of memory loaded textures used in bytes. Unavailable Total Reserved Memory The total memory reserved in the operating system for your application in bytes. Available Total Used Memory The total memory your application used in bytes. Available Video Reserved Memory The Video systemâs estimated reserved memory in bytes. Available Video Used Memory The Video systemâs estimated memory usage in bytes. Available
For more information about collecting memory data, refer to Memory performance data.
Physics profiler countersThe available physics profiler counters and availability in release (non-development) players are as follows:
Profiler counter Description Availability in release (non-development) players Active Constraints The number of primitive constraints the physics system has processed. Unavailable Active Dynamic Bodies The number of RigidbodyA component that allows a GameObject to be affected by simulated gravity and other forces. More infoArticulationBody
components that arenât in a sleep state. Unavailable Active Kinematic Bodies The number of active Kinematic Rigidbody components. Unavailable Articulation Bodies The number of ArticulationBody
components in the scene Unavailable Broadphase Adds The total number of colliders that the broadphase algorithm added. Unavailable Broadphase Adds/Removes The total number of colliders that the broadphase algorithm either added or removed. Unavailable Broadphase Removes The total number of colliders that the broadphase algorithm removed. Unavailable Colliders Synced The amount of colliders synced with Transforms. Unavailable Continuous Overlaps The number of overlap events which Unity used continuous collisionA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a Rigidbody component and is in motion. More infoRigidbody
components and ArticulationBody
components. Unavailable Modified Overlaps The number of overlap events which Unity used the Contact Modification API to modify. Unavailable Narrowphase Lost Touches The total amount of collision events that were lost since the previous frame. Unavailable Narrowphase New Touches The total amount of collision events that appeared as new since the previous frame. Unavailable Narrowphase Touches The total amount of collision events that were either lost or appeared as new since the previous frame. Unavailable Overlaps The number of overlap events. An overlapping event is when colliders overlap with each other. Unavailable Physics Queries The total amount of physics queries, such as Raycasts and shapecasts. Unavailable Rigidbodies Synced The amount of Rigidbody components synced with Transforms. Unavailable Static Colliders The number of collidersAn invisible shape that is used to handle physical collisions for an object. A collider doesnât need to be exactly the same shape as the objectâs mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More infoFor more information about collecting physics data, refer to Physics Profiler module reference.
2D Physics profiler countersThe available 2D physics profiler counters and availability in release (non-development) players are as follows:
Profiler counter Description Availability in release (non-development) players Added Contacts The number of contacts added in this frame. This includes both Collision and Trigger contacts. Unavailable Asleep Bodies The number of Rigidbody2D that were sleeping (not awake) and present in this frame. Unavailable Asleep Shapes The number of physics shapes that were sleeping (not awake) and present in this frame. Unavailable Awake Bodies The number of Rigidbody2D that were awake and present in this frame. Unavailable Awake Shapes The number of physics shapes that were awake and present in this frame. Unavailable Broadphase Pairs The number of broadphase pairs that the physics system processed in this frame. Unavailable Broadphase Updates The number of broadphase updates that the physics system processed in this frame. Unavailable Collision Enter The number of OnCollisionEnter2D callbacks that the physics system called in this frame. Unavailable Collision Exit The number of OnCollisionExit2D callbacks that the physics system called in this frame. Unavailable Collision Stay The number of OnCollisionStay2D callbacks that the physics system called in this frame. Unavailable Continuous Bodies The number of Rigidbody2D with aContinuous
collision detection mode that were present in this frame. Unavailable Discrete Bodies The number of Rigidbody2D with a Discrete
collision detection mode that were present in this frame. Unavailable Dynamic Bodies The number of Rigidbody2D with a Dynamic
body typeDefines a fixed behavior for a 2D Rigidbody. Can be Dynamic (the body moves under simulation and is affected by forces like gravity), Kinematic (the body moves under simulation, but and isnât affected by forces like gravity) or Static (the body doesnât move under simulation). More infoDynamic
and were present in this frame. Unavailable GetContacts Queries The number of contact retrieval queries that the physics system called this frame. This includes queries such as Physics2D.GetContacts
, Collider2D.GetContacts
, and Rigidbody2D.GetContacts
. Unavailable IsTouching Queries The number of contact touching queries that the physics system called this frame. This includes queries such as Physics2D.IsTouching
, Collider2D.IsTouching
, and Rigidbody2D.IsTouching
. Unavailable Kinematic Bodies The number of Rigidbody2D with a Kinematic
body type that were present in this frame. Unavailable Overlap Queries The number of overlap queries that the physics system called this frame. This includes queries such as Physics2D.OverlapPoint
, Physics2D.OverlapCircle
, and Collider2D.OverlapCollider
. Unavailable Particle Queries The number of queries that the Particle SystemA component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene. More infoPhysics2D.Raycast
and Physics2D.Linecast
. Unavailable Removed Contacts The number of contacts that the physics system removed in this frame. This includes both Collision and Trigger contacts. Unavailable Shapecast Queries The number of shape swept queries that the physics system called this frame. This includes queries such as Physics2D.BoxCast
, Physics2D.CircleCast
, and Collider2D.Cast
. Unavailable Solver Continuous Islands The number of islands solved when handling the continuous solving step. Unavailable Solver Discrete Islands The number of contact islands solved when handling the discrete solving step. Unavailable Solver Simulation Count The number of times Unity simulated all physics scenes automatically, or by calling Physics2D.Simulate
or PhysicsScene2D.Simulate
. Unavailable Solver World Count The total number of physics scenes that were present in this frame. Unavailable Static Bodies The number of Rigidbody2D with a Static
body type that were present in this frame. Unavailable Static The number of physics shapes that were both Static and were present in this frame. Unavailable Total Bodies The total number of Rigidbody2D
that were present in this frame. Unavailable Total Callbacks The total number of OnCollisionEnter2D
, OnCollisionStay2D
, OnCollisionExit2D
, OnTriggerEnter2D, OnTriggerStay2D
and OnTriggerExit2D
callbacks that the physics system called in this frame. Unavailable Total Contacts The total number of contacts that were present in this frame. This includes both Collision and Trigger contacts. Unavailable Total JointsA physics component allowing a dynamic connection between Rigidbody components, usually allowing some degree of movement such as a hinge. More infoJoint2D
that were present in this frame. Unavailable Total Shapes The total number of physics shapes that were present in this frame. Unavailable Total Queries The total number of queries that the physics system called this frame. This includes queries such as Physics2D.Raycast
and Physics2D.OverlapPoint
Unavailable Total Transform Sync Calls The total number of Transform sync calls that the physics system called in this frame. Unavailable Transform Parent Sync Bodies The number of Rigidbody2D that were affected by a Transform sync caused by reparenting a Transform. Unavailable Transform Parent Sync Colliders The number of Collider2D that were affected by a Transform sync caused by reparenting a Transform. Unavailable Transform Sync Bodies The number of Rigidbody2D that were affected by a Transform sync. Unavailable Transform Sync Colliders The number of Collider2D that were affected by a Transform sync. Unavailable Trigger Enter The number of OnTriggerEnter2D callbacks that were called in this frame. Unavailable Trigger Exit The number of OnTriggerExit2D callbacks that were called in this frame. Unavailable Trigger Stay The number of OnTriggerStay2D callbacks that were called in this frame. Unavailable
For more information about collecting 2D physics data, refer to 2D Physics Profiler module reference.
Rendering profiler countersThe available rendering profiler counters and availability in release (non-development) players are as follows:
Profiler counter Description Availability in release (non-development) players Batches Count The total number of batches Unity processed during a frame. This number includes both static and dynamic batches. Available CPU Main Thread Frame Time The time between the start of the frame and the time when the Main Thread finishes the work it performs during that frame. Available when Frame Timing Stats is enabled. CPU Render Thread Frame Time The time between the start of the work on the Render Thread and when Unity calls thePresent
method. Available when Frame Timing Stats is enabled. CPU Total Frame Time The total CPU frame time. Unity calculates this as the time between the ends of two frames, including any overheads or time spent waiting between frames. Available when Frame Timing Stats is enabled. Draw Calls Count The total number of draw calls Unity issued during a frame. Available Dynamic Batched Draw Calls Count The number of draw calls Unity combined into dynamic batches. Unavailable Dynamic Batched Triangles Count The number of triangles in the GameObjects included in the dynamic batches. Unavailable Dynamic Batched Vertices Count The number of vertices in the GameObjects included in the dynamic batches. Unavailable Dynamic Batches Count The number of dynamic batches Unity processed during the frame. Unavailable Dynamic BatchingAn automatic Unity process which attempts to render multiple meshes as if they were a single mesh for optimized graphics performance. The technique transforms all of the GameObject vertices on the CPU and groups many similar vertices together. More infoFor more information about collecting rendering data, refer to Rendering Profiler module reference.
Virtual texturing profiler countersThe available virtual texturing profiler counters and availability in release (non-development) players are as follows:
Profiler counter Description Availability in release (non-development) players Atlases The number of virtual texture spaces or atlases (maximum of 64). Unavailable Max Cache Demand The highest cache demand of all GPU caches in the selected frame. Unavailable Max Cache Mip Bias The automatic mipmap bias applied to all textures with the same texture formatA file format for handling textures during real-time rendering by 3D graphics hardware, such as a graphics card or mobile device. More infoFor more information about collecting virtual texturing data, refer to Virtual Texturing module reference.
Additional resourcesProfiler markers reference
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