To open the Rendering Statistics window, enter Play mode in the Game view, then select the Stats button in the top-right corner. Unity displays the Statistics window as an overlay in the top-right of the Game view.
The statistics Unity displays depend on your build profileA set of customizable configuration settings to use when creating a build for your target platform. More info
See in Glossary.
| Statistic | Description |
|---|---|
| FPSSee first person shooter, frames per second. See in Glossary |
The frames per second. The current number of frames Unity is able to draw per second. |
| Global Frametime | The average time Unity takes to render and display a frame, in milliseconds. This value includes both CPU and GPU time. |
| GPU Frametime | The average time the GPU takes to render a frame, in milliseconds. |
| CPU Main Thread vs Render Thread | The percentage of time taken by the main CPU thread and the render thread. The main CPU thread value includes the time Unity takes in the Editor to update the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info See in Glossary view, other Editor windows, and Editor-only tasks. The render thread value includes the time Unity takes to process the frame update for the Game view, but doesn’t include the time Unity takes in the Editor. |
| Statistic | Description |
|---|---|
| Triangles | The number of triangles Unity processes during a frame. This value is important when you optimize for low-end hardware. |
| Vertices | The number of vertices Unity processes during a frame. This value is important when you optimize for low-end hardware. |
| Set Pass Calls | The number of times Unity switches which shaderA program that runs on the GPU. More info See in Glossary pass it uses to render GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info See in Glossary during a frame. A shader might contain several shader passes, and each pass renders GameObjects differently. Each pass requires Unity to bind a new shader, which might introduce CPU overhead. |
| Draw Calls | The total number of draw calls Unity processes during a frame. In parentheses, Unity displays the number of draw calls it combines into single instances. Use the foldout (triangle) to display a breakdown of the draw calls and instances. |
| Statistic | Description |
|---|---|
| SRP Batcher | The number of draw calls and instances that the Scriptable Render Pipeline (SRP) Batcher optimizes. |
| BRG/GRD | The number of draw calls and instances that the BatchRendererGroup API and GPU Resident Drawer optimize. |
| Non-SRP Compatible | The number of draw calls that aren’t compatible with the SRP Batcher, and aren’t optimized by the BatchRendererGroup API, the GPU Resident Drawer, or GPU instancing. |
| Standard Instanced | The number of draw calls and instances that GPU Instancing optimizes. |
| Statistic | Description |
|---|---|
| Total Allocated Memory | The amount of memory Unity allocates. |
| Estimated Graphics Memory | The estimated amount of graphics memory Unity uses. |
| Total texture memory | The amount of memory Unity allocates for textures on the CPU and GPU. |
| Current texture memory | The amount of memory textures currently use on the CPU and GPU. |
| Streaming Texture Memory vs Non-streaming | The amount of memory used by the experimental Streaming Virtual Texturing feature and non-streaming textures. |
| Statistic | Description |
|---|---|
| In-flight animators | The number of Animator components playing during the frame. |
| Visible skinned meshes | The number of Skinned Mesh Renderers in the frame. |
| Updated skinned meshes | The number of Skinned Mesh Renderers Unity updates during the frame. |