The Global Illumination 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 shows statistics and how much CPU time is consumed by the real-time Global Illumination (GI) subsystem across all worker threads. GI is managed in Unity by a piece of middleware called EnlightenThe lighting system by Geomerics used in Unity for computing global illumination (GI). More info
See in Glossary. See documentation on Global Illumination for more information.
Name | Description |
Total CPU Time | Total Enlighten CPU time across all threads. |
Probe Update Time | Time spent updating Light ProbesLight probes store information about how light passes through space in your scene. A collection of light probes arranged within a given space can improve lighting on moving objects and static LOD scenery within that space. More info See in Glossary. |
Setup Time | Time spent in the Setup stage. |
Environment Time | Time spent processing Environment lighting. |
Input Lighting Time | Time spent processing input lighting. |
Systems Time | Time spent updating Systems. |
Solve Tasks Time | Time spent running radiosity solver tasks. |
Dynamic Objects Time | Time spent updating Dynamic GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info See in Glossary. |
Time Between Updates | Time between Global Illumination updates. |
Other Commands Time | Time spent processing other commands. |
Blocked Command Write Time | Time spent in blocked state, waiting for command buffer. |
Blocked Buffer Writes | Number of writes to the command buffer that were blocking. |
Total Light Probes | Total number of Light Probes in the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info See in Glossary. |
Solved Light Probes | Number of solved Light Probes since the last update. |
Probe Sets | Number of Light Probe sets in the Scene. |
Systems | Number of Enlighten Systems in the Scene. |
Pending Material GPU Renders | Number of Albedo/Emission renders queued for renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info See in Glossary on the GPU. |
Pending Material Updates | Number of Material updates waiting to get processed. |
2017–08–30 Page published with limited editorial review
New feature in 2018.2 NewIn20182
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?
Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker.unity3d.com.
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
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thanks for helping to make the Unity documentation better!