Select your preferred scripting language. All code snippets will be displayed in this language.
Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
CloseFor some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
CloseAccumulated time of Begin/End pairs for the previous frame in nanoseconds. (Read Only)
Long-lasting operations (for example, on a preloading thread) might not end within a single frame. In this case, elapsedNanoseconds is calculated until the end of the frame, so you can always see activity for these operations.
#pragma strict var behaviourUpdateRecorder: Recorder; function Start() { behaviourUpdateRecorder = Recorder.Get("BehaviourUpdate"); behaviourUpdateRecorder.enabled = true; } function Update() { if (behaviourUpdateRecorder.isValid) Debug.Log("BehaviourUpdate time: " + behaviourUpdateRecorder.elapsedNanoseconds); }
using UnityEngine; using UnityEngine.Profiling;
public class ExampleClass : MonoBehaviour { Recorder behaviourUpdateRecorder; void Start() { behaviourUpdateRecorder = Recorder.Get("BehaviourUpdate"); behaviourUpdateRecorder.enabled = true; }
void Update() { if (behaviourUpdateRecorder.isValid) Debug.Log("BehaviourUpdate time: " + behaviourUpdateRecorder.elapsedNanoseconds); } }
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information