Measuring Performance with the Built-in Profiler

iOS

On iOS, it's disabled by default so to enable it, you need to open the Unity-generated XCode project, select the iPhone_Profiler.h file and change the line

#define ENABLE_INTERNAL_PROFILER 0

to

#define ENABLE_INTERNAL_PROFILER 1

Select Run->Console in the XCode menu to display the output console (GDB) and then run your project. Unity will output statistics to the console window every thirty frames.

Android

On Android, it is enabled by default. Just make sure Development Build is checked in the player settings when building, and the statistics should show up in logcat when run on the device. To view logcat, you need adb or the Android Debug Bridge. Once you have that, simply run the shell command adb logcat.

Here's an example of the built-in profiler's output.

iPhone/iPad Unity internal profiler stats:
cpu-player>    min:  9.8   max: 24.0   avg: 16.3
cpu-ogles-drv> min:  1.8   max:  8.2   avg:  4.3
cpu-waits-gpu> min:  0.8   max:  1.2   avg:  0.9
cpu-present>   min:  1.2   max:  3.9   avg:  1.6
frametime>     min: 31.9   max: 37.8   avg: 34.1
draw-call #>   min:   4    max:   9    avg:   6     | batched:    10
tris #>        min:  3590  max:  4561  avg:  3871   | batched:  3572
verts #>       min:  1940  max:  2487  avg:  2104   | batched:  1900
player-detail> physx:  1.2 animation:  1.2 culling:  0.5 skinning:  0.0 batching:  0.2 render: 12.0 fixed-update-count: 1 .. 2
mono-scripts>  update:  0.5   fixedUpdate:  0.0 coroutines:  0.0 
mono-memory>   used heap: 233472 allocated heap: 548864  max number of collections: 1 collection total duration:  5.7

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

General CPU Activity

cpu-playerDisplays the time your game spends executing code inside the Unity engine and executing scripts on the CPU.
cpu-ogles-drvDisplays the time spent executing OpenGL ES driver code on the CPU. Many factors like the number of draw calls, number of internal rendering state changes, the rendering pipeline setup and even the number of processed vertices can have an effect on the driver stats.
cpu-waits-gpuDisplays the time the CPU is idle while waiting for the GPU to finish rendering. If this number exceeds 2-3 milliseconds then your application is most probably fillrate/GPU processing bound. If this value is too small then the profile skips displaying the value.
msaa-resolveThe time taken to apply anti-aliasiing.
cpu-presentThe amount of time spent executing the presentRenderbuffer command in OpenGL ES.
frametimeRepresents the overall time of a game frame. Note that iOS hardware is always locked at a 60Hz refresh rate, so you will always get multiples times of ~16.7ms (1000ms/60Hz = ~16.7ms).

Rendering Statistics

draw-call #The number of draw calls per frame. Keep it as low as possible.
tris #Total number of triangles sent for rendering.
verts #Total number of vertices sent for rendering. You should keep this number below 10000 if you use only static geometry but if you have lots of skinned geometry then you should keep it much lower.
batchedNumber of draw-calls, triangles and vertices which were automatically batched by the engine. Comparing these numbers with draw-call and triangle totals will give you an idea how well is your scene 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 is happening inside the engine:-

physxTime spent on physics.
animationTime spent animating bones.
cullingTime spent culling objects outside the camera frustum.
skinningTime spent applying animations to skinned meshes.
batchingTime spent batching geometry. Batching dynamic geometry is considerably more expensive than batching static geometry.
renderTime spent rendering visible objects.
fixed-update-countMinimum and maximum number of FixedUpdates executed during this frame. Too many FixedUpdates will deteriorate performance considerably. There are some simple guidelines to set a good value for the fixed time delta here.

Detailed Scripts Statistics

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

updateTotal time spent executing all Update() functions in scripts.
fixedUpdateTotal time spent executing all FixedUpdate() functions in scripts.
coroutinesTime spent inside script coroutines.

Detailed Statistics on Memory Allocated by Scripts

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

allocated heapTotal amount of memory available for allocations. A garbage collection will be triggered if there is not enough memory left in the heap for a given allocation. If there is still not enough free memory even after the collection then the allocated heap will grow in size.
used heapThe 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 will grow until the next garbage collection.
max number of collectionsNumber of garbage collection passes during the last 30 frames.
collection total durationTotal time (in milliseconds) of all garbage collection passes that have happened during the last 30 frames.

Page last updated: 2012-07-28