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CloseSpecifies that marker is present in non-development Players.
Use AvailabilityNonDevelopment to determine whether or not a profiler marker or counter is available in non-development Players.
using System.Collections.Generic; using Unity.Profiling.LowLevel; using Unity.Profiling.LowLevel.Unsafe;
public class Example { public static unsafe void WriteAllNonDevelopmentStatsToFile(string filePath) { using (var writer = new System.IO.StreamWriter(filePath)) { var availableStatHandles = new List<ProfilerRecorderHandle>(); ProfilerRecorderHandle.GetAvailable(availableStatHandles); foreach (var h in availableStatHandles) { var statDesc = ProfilerRecorderHandle.GetDescription(h); if (!statDesc.Flags.HasFlag(MarkerFlags.AvailabilityNonDevelopment)) continue;
var name = System.Text.Encoding.UTF8.GetString(statDesc.NameUtf8, statDesc.NameUtf8Len); writer.WriteLine($"{name};{statDesc.Flags}"); } } } }
Use AvailabilityNonDevelopment to signify that a profiler marker created with the help of ProfilerUnsafeUtility.CreateMarker is available in non-development Players.
using Unity.Collections.LowLevel.Unsafe; using Unity.Profiling.LowLevel; using Unity.Profiling.LowLevel.Unsafe; using System;
class Example { static readonly IntPtr markerHandle = ProfilerUnsafeUtility.CreateMarker("MyMarker", ProfilerUnsafeUtility.CategoryScripts, MarkerFlags.AvailabilityNonDevelopment, 0); static unsafe void DoWork(int num) { ProfilerUnsafeUtility.BeginSample(markerHandle); //... ProfilerUnsafeUtility.EndSample(markerHandle); } }
Note:
AvailabilityNonDevelopment flag has no effect on the ProfilerMarker creation as ProfilerMarker API is Development Player only.