End profiling a piece of code with a custom label.
This will show up in the Profiler hierarchy.
#pragma strict var sampler: CustomSampler; function Start() { sampler = CustomSampler.Create("MyCustomSampler"); } function Update() { sampler.Begin(); // do something that takes a lot of time sampler.End(); }
using UnityEngine; using UnityEngine.Profiling;
public class ExampleClass : MonoBehaviour { CustomSampler sampler; void Start() { sampler = CustomSampler.Create("MyCustomSampler"); }
void Update() { sampler.Begin(); // do something that takes a lot of time sampler.End(); } }
Profiler.BeginSample is conditionally compiled away using ConditionalAttribute.
Thus it will have zero overhead, when it is deployed in non-Development Build.
See Also: CustomSampler.Begin, CustomSampler.Create, ProfilerCPU.
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