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CloseSpecifies the file to use when writing profiling data.
In addition to specifying a valid file path, you must set both Profiler.enabled and Profiler.enableBinaryLog to true
in order to save profiling information. Specifying a new valid file path while Profiler.enableBinaryLog is true
will save profiling information to that file instead. If a null
or an empty path is passed Profiler.enableBinaryLog will automatically be set to false
.
If the buffer is too small to output the profiler data you will see a message in the debug log "Skipping profile frame. Receiver can not keep up with the amount of data sent".
Use Profiler.maxUsedMemory to raise the buffer memory.
using UnityEngine; using System.Collections; using UnityEngine.Profiling;
public class ExampleClass : MonoBehaviour { void Start() { Profiler.logFile = "mylog"; //Also supports passing "myLog.raw" Profiler.enableBinaryLog = true; Profiler.enabled = true;
// Optional, if more memory is needed for the buffer Profiler.maxUsedMemory = 256 * 1024 * 1024;
// ...
// Optional, to close the file when done Profiler.enabled = false; Profiler.logFile = "";
// To start writing to a new log file Profiler.logFile = "myOtherLog"; Profiler.enabled = true; // ... } }