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 module displays statistics and how much CPU time the real-time Global Illumination (GI) subsystem uses across all worker threads. For more information on Global Illumination, see the documentation on Global IlluminationA group of techniques that model both direct and indirect lighting to provide realistic lighting results. Unity has two global illumination systems that combine direct and indirect lighting.: Baked Global Illumination, and Realtime Global Illumination (deprecated).
See in Glossary, and for information on EnlightenA lighting system by Geomerics used in Unity for lightmapping and for Realtime Global Illumination. More info
See in Glossary, see Using Enlighten with Unity.
Note: The Global Illumination Profiler module uses Enlighten, which is deprecated and will soon be removed. Refer to the Unity blog for more information. As an alternative, use Progressive GPU Lightmapper (Preview) or Progressive CPU Lightmapper.
The Global Illumination Profiler module’s chart tracks the time the GI subsystem spent on all worker threads. The timings are divided into 10 categories. To change the order of the categories in the chart, you can drag and drop them in the chart’s legend. You can also click a category’s colored legend to toggle its display.
|Total CPU||The time spent across all threads.|
|Light Probe||The 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||The time spent in the Setup stage.|
|Environment||The time spent processing Environment lighting.|
|Input Lighting||The time spent processing input lighting.|
|Systems||The time spent updating Systems.|
|Solve Tasks||The time spent running radiosity solver tasks.|
|Dynamic Objects||Time spent updating Dynamic GameObjects.|
|Other Commands||Time spent updating other commands.|
|Block Command Write||Time spent in a blocked state, waiting for the command buffer.|
When you select the Global Illumination module, the details pane below it displays a breakdown of where the application spent time in the selected frame. The data available is as follows:
|Total CPU Time||Total Enlighten CPU time across all threads in ms.|
|Probe Update Time||Time spent updating Light Probes in ms.|
|Setup Time||Time spent in the Setup stage in ms.|
|Environment Time||Time spent processing Environment lighting in ms.|
|Input Lighting Time||Time spent processing input lighting in ms.|
|Systems Time||Time spent updating Systems in ms.|
|Solve Tasks Time||Time spent running radiosity solver tasks in ms.|
|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 in ms.
|Time Between Updates||Time between Global Illumination updates in ms.|
|Other Commands Time||Time spent processing other commands in ms.|
|Blocked Command Write Time||Time spent in blocked state, waiting for command buffer in ms.|
|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.|