Version: 2021.1
GPU instancing
Frame Debugger

Rendering statistics window

The Game view includes a statistics window that shows you real-time rendering information about your application during Play mode. To open this window, click the Stats button in the top right corner. This displays the window as an overlay in the top right of the Game view. The statistics it contains are useful for optimizing performance. The exact statistics available vary according to the build target.

Rendering statistics window
Rendering statistics window

Statistics

The Graphics section of the statistics window contains the following information:

Statistic Description
FPSSee first person shooter, frames per second.
See in Glossary
Frame updates Unity performs per second.
CPU Main: The total amount of time taken to process one frame. This number includes the time Unity took to process the frame update of your application as well as the time Unity took in the Editor to update the Scene view, other Editor Windows, or process Editor-only tasks.
Render:The amount of time taken to render one frame. This number includes the time Unity took to render the Game View; it does not include the time Unity took in the Editor to render the Scene view or draw Inspector.
Batches The total number of batches Unity processes during a frame. This number includes static, dynamic, and instance batches.
Saved by batching The number of batches Unity combined. To ensure good batching, share materials between different 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
as often as possible. Changing rendering states breaks batches into groups with the same states.
Tris The number of triangles Unity processes during a frame. This is mostly important when optimizing for low-end hardware.
Verts The number of vertices Unity processes during a frame. This is mostly important when optimizing for low-end hardware.
Screen The resolution of the screen, along with the amount of memory it uses.
SetPass The number of times Unity switches which shaderA program that runs on the GPU. More info
See in Glossary
pass it uses to render GameObjects during a frame. A shader may contain several shader passes and each pass renders GameObjects 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
differently. Each pass requires Unity to bind a new shader which may introduce CPU overhead.
Shadow casters The number of GameObjects that cast shadows in the frame.
Visible skinned meshes The number of Skinned 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
Renderers Unity rendered in the frame.
Animations The number of animations playing during the frame.

If you want more detailed information about your application’s rendering performance, see the Rendering module of the Profiler window.

GPU instancing
Frame Debugger