Version: 2020.2
  • C#


Suggest a change


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.


Submission failed

For 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.



public long elapsedNanoseconds;


Accumulated 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.

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); } }