When you profile the Unity Editor or Play mode, Unity groups their relevant timings into two sample groups that have the following markers:
PlayerLoop
: Timings related to Play modeEditorLoop
: Timings related to the EditorWhen you profile Play mode, the 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 only collects timing samples that happened inside the PlayerLoop
. This group helps to reduce the amount of misleading measurements in the CPU and GPU Profiler modules.
Unity categorizes any EditorLoop
samples as Others in the CPU Profiler module charts, meaning that EditorLoop
samples are the biggest contributors to the Others category. If you want to find out what the Editor does in this time and get a detailed breakdown of what contributes to the Others category, profile the Editor process.
Important: If you use Deep Profiling, and target Play mode, it has a performance impact on every call that happens in both PlayerLoop
and EditorLoop
. This is because Deep Profiling hooks into the beginning and end of any scripting method call on domain reload and it doesn’t detect which parts are never called from the PlayerLoop
. The method calls that happen in the EditorLoop
don’t have the full overhead of creating a sample, but they still check if they emit one, which causes a smaller overhead.
When you profile the Editor process, all the samples that were previously hidden under the EditorLoop
marker contribute to their respective categories. This means that the information in the CPU Profiler module’s detail pane and its charts changes significantly.