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).
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 iOS and Android. Every 30 frames, the built-in profiler emits console messages from the app running on the device. These messages provide insight into how the app is running. In particular, they help you determine if your app is CPU or GPU-bound. If your app is CPU-bound, you can also determine whether script code or garbage collection are causing the bottleneck. This page details how to configure the built-in profiler.
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 see the minimum, maximum, and average times over the last thirty frames.
|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
|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).|
|tris #||Total number of triangles sent for rendering.|
|verts #||Total number of vertices sent for rendering. You should keep this number below 10000 if your app uses only static geometry. If your app 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.
The player-detail section provides a detailed breakdown of what’s happening inside the engine:
|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.|
The scripting-scripts section provides a detailed breakdown of the time spent executing code in the Mono runtime:
|update||Total time spent executing all
|fixedUpdate||Total time spent executing all
|coroutines||Time spent inside script coroutines.|
The scripting-memory section gives you an idea of how memory is being managed by the Mono garbage collector:
|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.|
On iOS, the internal profiler is disabled by default. To enable it, open the Unity-generated Xcode project, select the
InternalProfiler.h file, and change the line
#define ENABLE_INTERNAL_PROFILER 0
#define ENABLE_INTERNAL_PROFILER 1
Alternatively, access the iOS Player SettingsSettings that let you set various player-specific options for the final game built by Unity. More info
See in Glossary (menu: Edit > Project Settings > Player Settings, then select iOS). In the Debugging and crash reporting section, enable the Enable Internal Profiler (Deprecated) setting. Make sure Development BuildA development build includes debug symbols and enables the Profiler. More info
See in Glossary is enabled in the Build Settings when you build your app.
To display the output console (GDB), select View > Debug Area > Activate Console from Xcode’s main menu, then run your project. Unity then outputs statistics to the console window every 30 frames.
To enable the internal profiler on Android, access the Android Player Settings (menu: Edit > Project Settings > Player Settings, then select Android). In the Optimization section, enable the Enable Internal Profiler (Deprecated) setting. Make sure Development Build is enabled in the Build Settings when you build your app. Statistics will then display in logcat when your app runs on the device. To view logcat, ensure adbAn Android Debug Bridge (ADB). You can use an ADB to deploy an Android package (APK) manually after building. More info
See in Glossary or the Android Debug Bridge is installed, and then run the shell command