The Unity Engine uses the [AsyncReadManager] to read most files at runtime. The files loaded with the AsyncReadManager include AssetBundles, Addressables and Resources. In addition, you can load files from 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 info
See in Glossary using Unity.IO.LowLevel.Unsafe.AsyncReadManager.Read.
The AsyncReadManagerMetrics class allows you to enable metrics collection and retrieve the recorded metrics data. You can also filter and summarize the recorded data to help your analysis. This metrics information can help you identify problem areas involving asset loading as well as measure the impact that your changes have on asset loading performance.
The AsyncReadManagerMetrics class is only available in development buildsA development build includes debug symbols and enables the Profiler. More info
See in Glossary. You must guard any calls to the AsyncReadManagerMetrics APIs inside an #if preprocessor directive using the
ENABLE_PROFILER symbol. The
ENABLE_PROFILER symbol is only defined for development builds, so this allows your scripts to compile in builds where the metrics are unavailable. For backwards compatibility, you can also use the
UNITY_2020_2_OR_NEWER symbol to remove the metrics code from earlier versions of Unity. For example:
#if ENABLE_PROFILER && UNITY_2020_2_OR_NEWER AsyncReadManagerMetrics.StartCollectingMetrics(); #endif
You must enable metrics collection before any data is recorded. Enable metrics collection with one of the following methods:
Note: you can pass -enable-file-read-metrics when launching the Unity Editor application to enable collection on entering Play mode. However, the Editor loads some categories of assets, such as textures, itself and does not reload them when you enter Playmode. To get a full picture of your file IO metrics, you must collect data from a development build of your application.
Retrieve the metrics collected by the AsyncReadManagerMetrics class by calling GetMetrics. Pass an AsyncReadManagerMetrics.flag to this function to specify whether or not to clear the metrics after retrieval. Clear the metrics to remove all the completed (including cancelled and failed) reads from the stored metrics. Clearing doesn’t affect any queued or in-process operations; you can access the metrics for unfinished operations by calling GetMetrics again after they complete. By clearing the metrics regularly, you can avoid rereading the same data and also reduce the data overhead of the system.
#if ENABLE_PROFILER && UNITY_2020_2_OR_NEWER AsyncReadManagerRequestMetric metrics = AsyncReadManagerMetrics.GetMetrics(AsyncReadManagerMetrics.Flags.ClearOnRead); #endif
Where possible, the metric data includes context information about a read operation. This information includes the AssetLoadingSubsystem that requested the read, the AssetName, and the AssetTypeID. When the AsyncReadManager doesn’t have access to this information, the value for these metrics fields is Other, empty, and zero, respectively.
Note: The Asset TypeIDs currently known to be supported are shown in the table below. For other TypeIDs that may appear, please see YAML Class ID Reference.
|89||CubeMapA collection of six square textures that can represent the reflections in an environment or the skybox drawn behind your geometry. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). More info
See in Glossary
You can get a summary of the AsyncReadManager metrics with the following methods:
#if ENABLE_PROFILER && UNITY_2020_2_OR_NEWER AsyncReadManagerSummaryMetrics summaryOfMetrics = AsyncReadManagerMetrics.GetCurrentSummaryMetrics(AsyncReadManagerMetrics.Flags.ClearOnRead); #endif
#if ENABLE_PROFILER && UNITY_2020_2_OR_NEWER AsyncReadManagerRequestMetric metrics = AsyncReadManagerMetrics.GetMetrics(AsyncReadManagerMetrics.Flags.ClearOnRead); AsyncReadManagerSummaryMetrics summaryOfMetrics = AsyncReadManagerMetrics.GetSummaryOfMetrics(metrics); #endif
Summary data for the metrics includes statistics such as:
(See AsyncReadManagerSummaryMetrics for a complete list.)
By default, the summarized statistics include all read operations, including those that are queued or in-progress. You can use a filter to limit the summary to those operations you are specifically interested in. For example, you could use a filter to limit the summarized statistics to completed read operations for texture assets.
Note: Calculating the summary statistics does require processing resources. To prevent these calculations from changing the measurements you are recording, you can collect the metrics first and only get the summary after the operations you are analyzing have finished.
Use AsyncReadManagerMetricsFilters with either of these methods to specify what types of data to summarize. Any metrics that do not match a filter are excluded from the summary. You can filter with the following categories:
You can set multiple categories for the same filter. A read operation must match all categories for the metrics of that operation to be included in the summary. For example, you can specify values for both the ProcessingState and the Subsystem of a filter to summarize only operations in the designated processing states initiated by the designated subsytems.
You can also specify multiple values for a category. In this case, a read operation can match any value you specify for a category for its metrics to be included in the summary. For example, you can specify both MeshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
See in Glossary and TextureAn image used when rendering a GameObject, Sprite, or UI element. Textures are often applied to the surface of a mesh to give it visual detail. More info
See in Glossary for the Subsystem category to summarize operations for both Mesh and Texture assets.