Version: 2021.3
Language : English
iOS-specific optimizations
Optimizing the size of the built iOS Player

Measuring performance with the built-in profiler

Measure performance with the built-in profiler

Note: The internal profiler is deprecated and will be retired in a future version of Unity. Use the Profiler window instead (menu: Window > Analysis > Profiler) Refer to Profile an iOS device for more information on how to profile iOS devices.

Unity contains a built-in 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
for iOSApple’s mobile operating system. More info
See in Glossary
to provide insight on how the application is running. Every 30 frames, the built-in profiler emits console messages from the application running on the device to help determine if it’s CPU or GPU-bound. If your application is CPU-bound, you can determine whether script code or garbage collection is causing the bottleneck.

Here’s an example of the built-in profiler’s output:

iPhone Unity internal profiler stats
frametime>     min: 32.5   max: 34.1   avg: 33.3
cpu-player>    min:  2.2   max:  4.4   avg:  3.7
batches>       min:   3    max:   3    avg:   3
draw calls>    min:   3    max:   3    avg:   3
tris>          min:  1704  max:  1704  avg:  1704
verts>         min:  5088  max:  5088  avg:  5088
dynamic batching> batched draw calls:   0 batches:   0 tris:     0 verts:     0
static batching>  batched draw calls:   0 batches:   0 tris:     0 verts:     0
player-detail> physx:  0.0 animation:  0.0 culling  0.0 skinning:  0.0 batching:  0.0 render:  0.0 fixed-update-count: 0 .. 0
scripting-scripts>  update:  0.0   fixedUpdate:  0.0 coroutines:  0.0 
scripting-memory>   information not available on non-development player configuration

All times are measured in milliseconds per frame. You can check the minimum, maximum, and average times over the last thirty frames.

General CPU activity

Property Function
cpu-player Displays the time your app spends executing code inside the Unity engine and executing 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
on the CPU.
cpu-ogles-drv (Android only) Displays the time spent executing OpenGL ES driver code on the CPU. These driver stats can be affected by several factors, including the number of draw calls, number of internal rendering state changes, rendering pipeline setup, and number of processed vertices.
cpu-present (Android only) The amount of time spent executing the presentRenderbuffer command in OpenGL ES.
frametime Represents the overall time of an app frame. Note that iOS hardware is locked at a 60Hz refresh rate, so this property will always return a time that’s a multiple of 16.7ms (1000ms/60Hz = 16.7ms).

Rendering statistics

Property Function
tris # Total number of triangles sent for rendering.
verts # Total number of vertices sent for rendering. Keep this number under 10000 if your application uses only static geometry. If your application uses many instances of skinned geometry, this number should be much lower.
dynamic/static batching Number of draw-calls, triangles, and vertices that the engine automatically batched. Comparing these numbers with draw-call and triangle totals can give you an idea how well is your 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
prepared for batching. Share as many materials as possible among your objects to improve batching.

Detailed Unity Player statistics

The player-detail section provides a detailed breakdown of what’s happening inside the engine:

Property Function
physx Time spent on physics.
animation Time spent animating bones.
culling Time spent culling objects outside the cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
frustum.
skinningThe process of binding bone joints to the vertices of a character’s mesh or ‘skin’. Performed with an external tool, such as Blender or Autodesk Maya. More info
See in Glossary
Time spent applying animations to skinned meshes.
batching Time spent batching geometry. Batching dynamic geometry is considerably more resource-intensive than batching static geometry.
render Time spent rendering visible objects.
fixed-update-count Minimum and maximum number of FixedUpdates executed during this frame. Too many FixedUpdates will deteriorate performance considerably.

Detailed script statistics

The scripting-scripts section provides a detailed breakdown of the time spent executing code in the Mono runtime:

Property Function
update Total time spent executing all Update() methods in scripts.
fixedUpdate Total time spent executing all FixedUpdate() methods in scripts.
coroutines Time spent inside script coroutines.

Detailed statistics on memory allocated by scripts

The scripting-memory section gives you an idea of how memory is managed by the Mono garbage collector:

Property: Function:
allocated heap Total amount of memory available for allocations. A garbage collection triggers if the heap doesn’t have enough memory left for a given allocation. If this doesn’t free enough memory, the allocated heap will grow in size.
used heap The portion of the allocated heap which is currently used up by objects. Every time you create a new class instance (not a struct), this number grows until the next garbage collection.
max number of collections Number of garbage collection passes during the last 30 frames.
collection total duration Total time (in milliseconds) of all garbage collection passes that happened during the last 30 frames.

Configuration

On iOS, the internal profiler is disabled by default. To enable it, use either of the following processes.

Xcode project

To enable the internal profiler from inside the Xcode project, use the following steps:

  1. Open the Unity-generated Xcode project,
  2. Select the InternalProfiler.h file.
  3. Update the following line from:
#define ENABLE_INTERNAL_PROFILER 0

to

#define ENABLE_INTERNAL_PROFILER 1

Player settings

To enable the internal profiler in Unity, use the following steps:

  1. In the main menu, go to Edit > Project Settings > Player Settings > iOS.
  2. In the Debugging and crash reporting section, enable Enable Internal Profiler (Deprecated).

Note: Ensure that the Development BuildA development build includes debug symbols and enables the Profiler. More info
See in Glossary
option is enabled from Build Settings when you build your application.

Display the console

To display the output console, in Xcode select View > Debug Area > Activate Console and then run your project. Unity outputs statistics to the console window every 30 frames.

iOS-specific optimizations
Optimizing the size of the built iOS Player