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); } }
Use elapsedNanoseconds to retrieve timings of a code tagged with ProfilerMarker.Auto.
using UnityEngine; using UnityEngine.Profiling;
public class Example { public static void TimeSynchronousMethodWithMarkers() { var recorder = Recorder.Get("MyMarker"); recorder.enabled = true; // Start measurements
// Call method which uses MyMarker // MyMethod();
recorder.enabled = false; // Stops measurements and makes data available immediately Debug.Log("MyMarker total time, ns: " + recorder.elapsedNanoseconds); } }
In synchronous measurements that don't involve a frame change, elapsedNanoseconds only becomes a non-zero value after the Recorder is disabled.