Version: Unity 6.1 Alpha (6000.1)
LanguageEnglish
  • C#

Profiler.EmitFrameMetaData

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Declaration

public static void EmitFrameMetaData(Guid id, int tag, Array data);

Declaration

public static void EmitFrameMetaData(Guid id, int tag, List<T> data);

Declaration

public static void EmitFrameMetaData(Guid id, int tag, NativeArray<T> data);

Parameters

id Module identifier. Used to distinguish metadata streams between different plugins, packages or modules.
tag Data stream index.
data Binary data.

Description

Write metadata associated with the current frame to the Profiler stream.

Use EmitFrameMetaData to write arbitrary binary data to the profiler stream. Data must contain only blittable types.

using System;
using System.Diagnostics;
using Unity.Collections;
using UnityEngine;
using UnityEngine.Profiling;

public class Example { public struct TextureInfo { public int format; public int w; public int h; }

public static readonly Guid MyProjectId = new Guid("7E1DEA84-51F1-477A-82B5-B5C57AC1EBF7"); public static readonly int TextureInfoTag = 0; public static readonly int TextureDataTag = 1;

[Conditional("ENABLE_PROFILER")] public void EmitTextureToProfilerStream(Texture2D t) { if (!Profiler.enabled) return; TextureInfo textureInfo = new TextureInfo() { format = (int)t.format, w = t.width, h = t.height }; NativeArray<byte> textureData = t.GetRawTextureData<byte>(); Profiler.EmitFrameMetaData(MyProjectId, TextureInfoTag, new[] { textureInfo }); Profiler.EmitFrameMetaData(MyProjectId, TextureDataTag, textureData); } }

Note:
Writing large chunks of data might increase the Profiler's overhead and memory usage. Always check if Profiler is enabled before generating data. When possible, write data in small chunks to reduce memory usage.

Additional resources: FrameDataView.GetFrameMetaData.