You can enable the following optional features to improve the performance of your applications.
When you start the Embedded Linux player, a separate loading screen appears (typically, within 200 ms on our reference systems) containing the 2D image configured in the Player SettingsSettings that let you set various player-specific options for the final game built by Unity. More info
See in Glossary window. The initial 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 content is still available except that it loads behind the loading screen.
Embedded Linux supports binary shaderA program that runs on the GPU. More info
See in Glossary caching on the device where the Unity Player is installed for better startup timings. The cache is created at runtime after you load a shader. As this cache is written to the temporary folder:[TEMP]/[COMPANY_NAME]/[PROJECT_NAME]/UnityShaderCache/
, it can be wiped when you restart the system.
To use shader caching when your system restarts, copy the cache into the Player data by following the below steps:
[TEMP]/[COMPANY_NAME]/[PROJECT_NAME]/UnityShaderCache/
to [PATH_TO_PLAYER]/Data/UnityShaderCache/
.Note:
Embedded Linux supports binary Vulkan pipeline caching on the device where the Unity Player is installed for better startup timings. The binary Vulkan pipeline cache is created at runtime when you use Vulkan pipelines. As this cache is written to the temporary [TEMP]/[COMPANY_NAME]/[PROJECT_NAME]/vulkan_pso_cache.bin
file, you can wipe it when you restart the system.
To use pipeline caching when your system restarts, copy the cache into the Player data by following the below steps:
[TEMP]/[COMPANY_NAME]/[PROJECT_NAME]/vulkan_pso_cache.bin
file to [PATH_TO_PLAYER]/Data
.Note:
Startup time logging is the length of time that it takes an application to start up. It’s often used as a critical metric for system safety and regulatory requirements.
Startup time logging in Embedded Linux include the duration or total time (in milliseconds) since the application is launched. There are two types of Startup time logging:
To add a startup timing log from C#, use:
HmiPlatform.LogStartupTiming("log tag");
The results appear in the following Player.log
line:
[TIMING::STARTUP] log tag: Real: xxx ms | User: yyy ms
It contains the log tag, wall time (xxx), and cpu time (yyy) in milliseconds since the player’s start time.
You can guard the code using #if UNITY_EMBEDDED_LINUX_API ... #endif
.
Note: Use the same terminology as the Time command to refer to wall vs. CPU time. For more information, refer to the main Linux manual.
[TIMING::STARTUP] Initial probing done: Real: 19 ms | User: 11 ms
[TIMING::STARTUP] SDL Initialized: Real: 64 ms | User: 54 ms
[TIMING::STARTUP] Scripting runtime loaded: Real: 97 ms | User: 86 ms
[TIMING::STARTUP] Plugins loaded: Real: 97 ms | User: 87 ms
[TIMING::STARTUP] Engine initialized (nogfx): Real: 104 ms | User: 94 ms
[TIMING::STARTUP] Player Prefs loaded: Real: 104 ms | User: 94 ms
[TIMING::STARTUP] Screen initialized: Real: 139 ms | User: 112 ms
[TIMING::STARTUP] Engine initialized (gfx): Real: 187 ms | User: 161 ms
[TIMING::STARTUP] Gfx initialized: Real: 190 ms | User: 163 ms
[TIMING::STARTUP] Input initialized: Real: 190 ms | User: 163 ms
[TIMING::STARTUP] SPLASH - Begin: Real: 190 ms | User: 164 ms
[TIMING::STARTUP] SPLASH - Primary scene assets loaded (async): Real: 2197 ms | User: 1670 ms
[TIMING::STARTUP] SPLASH - All engine initial states established: Real: 2197 ms | User: 1670 ms
Output from a custom event using the Script API
[TIMING::STARTUP] HELLO!!: Real: 2198 ms | User: 1671 ms
When you specify platform-hmi-quit-after-frame
in boot.config
output, then the following will be in the log up until frame number X
. Where, X
is the number provided for the boot configuartion value.
[TIMING::STARTUP] Frame 1 rendered: Real: 2209 ms | User: 1687 ms
[TIMING::STARTUP] Frame 2 rendered: Real: 2210 ms | User: 1692 ms
To enable the EVDEV SDL2
input driver while running in Wayland, start the player with the -platform-embedded-linux-wayland-enable-evdev-input
argument. You can also add it to the config file located in Data/boot.config
asplatform-embedded-linux-wayland-enable-evdev-input=1
.
In a system where both X11 and Wayland windowing systems are available, you can force the Unity Player to use Wayland by setting the environment variable to SDL_VIDEODRIVER=wayland
.
You can launch the Unity Embedded Linux Player from the command line and pass arguments to change how the Player executes.
Note: All command line arguments have precedence over the Unity Editor and boot.config
settings.
CLI argument | Description |
---|---|
-log-startup-times-and-quit |
(Deprecated) Quit the Player after rendering the first frame. |
-platform-hmi-force-srgb-blit |
Change the forced srgb-blit setting. For more information, refer to Player Settings > Rendering > Color Space. |
-platform-hmi-quit-after-frame |
Enable logging. Refer to Player Settings > Configuration > Logging. |
-platform-hmi-log-startup-times |
Enable logging. Refer to Player Settings > Configuration > Logging. |
-platform-hmi-single-gl-context |
Disable context sharing for GLES. Note: The arguments disable multi-display support. |
-platform-hmi-cpu-configuration <configuration> |
Specify a CPU configuration for the player. This argument expects a string containing a combination of the letters H (high performance core), L (low performance core) and/or D (disable core). For example, DHLL for disabling the usage of the first core, tagging the second as High and the third and forth as Low performance on 4+ core CPU. Refer to Player Settings > Configuration > CPU configuration. |
-platform-hmi-player-data-path |
Enter the directory path on the system where you want to save the .config and log files. Refer to Player Settings > Configuration > Player Data path. |
-platform-hmi-force-vsync-count [C] |
The number of vertical syncs that are allowed to pass between each frame. Where, setting 0 disables vsyncVertical synchronization (VSync) is a display setting that caps a game’s frame rate to match the refresh rate of a monitor, to prevent image tearing. See in Glossary completely, –1 will use the value set in QualitySettings . |
-platform-embedded-linux-enable-gamepadinput |
Change the game controller setting. Refer to Player Settings > Configuration > Enable Game Controllers. |
-platform-embedded-linux-offscreen-video |
Configure player to use offscreen rendering driver from SDL2. This is helpful for simulations and creating a render server. All rendering is offscreen but will still be GPU-accelerated. Note: When using this feature, you can cap CPU/GPU usage by setting Application.targetFrameRate . |
-platform-embedded-linux-wayland-enable-evdev-input |
Enable the EVDEV SDL2 input driver while running in Wayland. For more information, refer to EVDEV input handling with Wayland. |