The Rendering Debugger contains the following sections:
The Display Stats panel shows statistics relevant to debugging performance issues in your project. You can only view this section of the Rendering Debugger in Play Mode. Refer to Open the Rendering Debugger for more information.
The Frame Stats section displays the average, minimum, and maximum value of each property. URP calculates each Frame Stat value over the 30 most recent frames.
Property | Description |
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Frame Rate | The frame rate (in frames per second) for the current cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info See in Glossary view. |
Frame Time | The total frame time for the current camera view. |
CPU Main Thread Frame | The total time (in milliseconds) between the start of the frame and the time when the Main Thread finished the job. |
CPU Render Thread Frame | The time (in milliseconds) between the start of the work on the Render Thread and the time Unity waits to render the present frame (Gfx.PresentFrame). |
CPU Present Wait | The time (in milliseconds) that the CPU spent waiting for Unity to render the present frame (Gfx.PresentFrame) during the last frame. |
GPU Frame | The amount of time (in milliseconds) the GPU takes to render a given frame. |
Debug XR Layout | Display debug information for XR passes. This mode is only available in editor and development builds. |
A bottleneck is a condition that occurs when one process performs significantly slower than other components, and other components depend on it.
The Bottlenecks section describes the distribution of the last 60 frames across the CPU and GPU. You can only check the Bottleneck information when you build your player on a device.
Note: Vsync limits the Frame Rate based on the refresh rate of your device’s screen. This means when you enable Vsync, the Present Limited category is 100% in most cases. To turn Vsync off, go to Edit > Project settings > Quality > Current Active Quality Level and set the Vsync Count set to Don’t Sync.
Category | Description |
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CPU | The percentage of the last 60 frames in which the CPU limited the frame time. |
GPU | The percentage of the last 60 frames in which the GPU limited the frame time. |
Present limited | The percentage of the last 60 frames in which the frame time was limited by the following presentation constraints:
|
Balanced | This percentage of the last 60 frames in which the frame time was not limited by any of the above categories. A frame that is 100% balanced indicates the processing time for both CPU and GPU is approximately equal. |
If 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 limited 20 of the 60 most recent frames, the Bottleneck section might appear as follows:
In this example, the bottleneck is the GPU.
The Detailed Stats section displays the amount of time in milliseconds that each rendering step takes on the CPU and GPU. URP updates these values once every frame based on the previous frame.
Property | Description |
---|---|
Update every second with average | Calculate average values over one second and update every second. |
Hide empty scopes | Hide profiling scopes that use 0.00ms of processing time on the CPU and GPU. |
Debug XR Layout | Enable to display debug information for XRAn umbrella term encompassing Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) applications. Devices supporting these forms of interactive applications can be referred to as XR devices. More info See in Glossary passes. This mode only appears in the editor and development buildsA development build includes debug symbols and enables the Profiler. More info See in Glossary. |
This section contains a selection of properties that users use often. The properties are from the other sections in the Rendering Debugger window. For information about the properties, refer to the sections Material, Lighting, and Rendering.
The properties in this section let you visualize different rendering features.
Property | Description |
---|---|
Map Overlays | Specifies which render pipeline texture to overlay on the screen. The options are:
|
Map Size | The width and height of the overlay texture as a percentage of the view window URP displays it in. For example, a value of 50 fills up a quarter of the screen (50% of the width and 50% of the height). |
HDRhigh dynamic range See in Glossary |
Indicates whether to use high dynamic range to render 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. Enabling this property only has an effect if you enable HDR in your URP Asset. |
MSAA | Indicates whether to use Multisample Anti-aliasing to render the scene. Enabling this property only has an effect if:
|
Post-processing | Specifies how URP applies post-processing. The options are:
|
Additional Wireframe Modes | Specifies whether and how to render wireframes for meshes in your scene. The options are:
|
Overdraw | Indicates whether to render the overdraw debug view. This is useful to check where Unity draws pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info See in Glossary over one other. |
Property | Description |
---|---|
Disable Mip Caching | If you enable Disable Mip Caching, Unity doesn’t cache mipmap levels in GPU memory, and constantly discards mipmap levels from GPU memory when they’re no longer needed. This means the mipmap streaming debug views more accurately display which mipmap levels Unity uses at the current time. Enabling this setting increases the amount of data Unity transfers from disk to the CPU and the GPU. |
Debug View | Set a mipmap streaming debug view. Options:
|
Debug Opacity | Set the opacity of the Debug View you select. 0 means not visible and 1 means fully visible. This property is visible only if Debug View is not set to None. |
Combined Per Material | Set the Debug View to display debug information of all the textures on a material, not individual texture slots. This property is only visible if Debug View is set to Mip Streaming Status or Mip Streaming Activity. |
Material Texture Slot | Set which texture Unity uses from each material to display debug information. For example, set Material Texture Slot to Slot 3 to display debug information for the fourth texture. If a material has fewer textures than the Material Texture Slot value, Unity uses no texture. This property is visible only if Combined Per Material is disabled, and Debug View is not set to None. |
Display Status Codes | Display more detailed statuses for textures that display as Not streaming or Warning in the Mip Streaming Status debug view. This property is visible only if Debug View is set to Mip Streaming Status. |
Activity Timespan | Set how long a texture displays as Just streamed, in seconds. This property is visible only if Debug View is set to Mip Streaming Activity. |
TerrainThe landscape in your scene. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain’s Inspector window to create a detailed landscape. More info See in Glossary Texture |
Set which terrain texture Unity displays. You can select either Control for the control texture, or one of the diffuse textures. This property is visible only if Debug View is not set to None. |
Property | Description |
---|---|
Pixel Validation Mode | Specifies which mode Unity uses to validate pixel color values. The options are:
|
Channels | Specifies which value to use for the pixel value range validation. The options are:
|
Value Range Min | The minimum valid color value. Unity highlights color values that are less than this value. This property only appears if you set Pixel Validation Mode to Highlight Values Outside Range. |
Value Range Max | The maximum valid color value. Unity highlights color values that are greater than this value. This property only appears if you set Pixel Validation Mode to Highlight Values Outside Range. |
The properties in this section let you visualize different Material properties.
Property | Description |
---|---|
Material Override | Select a Material property to visualize on every GameObject on screen. The available options are:
With the RenderingLayerMasks value selected, you can filter the layers you want to debug either manually using the Filter Layers option or by selecting a light with the Filter Rendering Layers by Light option. Additionally, you can override the debug colors using Layers Color. |
Vertex Attribute | Select a vertex attribute of GameObjects to visualize on screen. The available options are:
|
Property | Description |
---|---|
Material Validation Mode | Select which Material properties to visualize: Albedo, or Metallic. Selecting one of the properties shows the new context menu. |
Validation Mode: Albedo | Selecting Albedo in the Material Validation Mode property shows the Albedo Settings section with the following properties: Validation Preset: Select a pre-configured material, or Default Luminance to visualize luminance ranges. Min Luminance: Unity draws pixels where the luminance is lower than this value with red color. Max Luminance: Unity draws pixels where the luminance is higher than this value with blue color. Hue Tolerance: available only when you select a pre-set material. Unity adds the hue tolerance to the minimum and maximum luminance values. Saturation Tolerance: available only when you select a pre-set material. Unity adds the saturation tolerance to the minimum and maximum luminance values. |
Validation Mode: Metallic | Selecting Metallic in the Material Validation Mode property shows the Metallic Settings section with the following properties: Min Value: Unity draws pixels where the metallic value is lower than this value with red color. Max Value: Unity draws pixels where the metallic value is higher than this value with blue color. |
The properties in this section let you visualize different settings and elements related to the lighting system, such as shadow cascades, reflections, contributions of the Main and the Additional Lights, and so on.
Property | Description |
---|---|
Lighting Debug Mode | Specifies which lighting and shadow information to overlay on-screen to debug. The options are:
|
Lighting Features | Specifies flags for which lighting features contribute to the final lighting result. Use this to view and debug specific lighting features in your scene. The options are:
|
The properties in this section let you change how the render graph system works.
Property | Description |
---|---|
Clear Render Targets At Creation | Clear render texturesA special type of Texture that is created and updated at runtime. To use them, first create a new Render Texture and designate one of your Cameras to render into it. Then you can use the Render Texture in a Material just like a regular Texture. More info See in Glossary the first time the render graph system uses them. |
Clear Render Targets When Freed | Clear render textures when they’re no longer used by render graph. |
Disable Pass Culling | Disable URP culling render passes that have no impact on the final render. |
Enable Logging | Enable logging to the Console window. |
Log Frame Information | Log how URP uses the resources during the frame, in the Console window. |
Log Resources | Log the resources URP uses during the frame, in the Console window. |
These settings make it possible for you to visualize Adaptive Probe Volumes in your Scene, and configure the visualization.
Property | Sub-property | Description |
---|---|---|
Display Cells | Display cells. Refer to Understanding Adaptive Probe Volumes for more information. | |
Display Bricks | Display bricks. Refer to Understanding Adaptive Probe Volumes for more information. | |
Live Subdivision Preview | Enable a preview of Adaptive Probe Volume data in the scene without baking. This might make the Editor slower. This setting appears only if you select Display Cells or Display Bricks. | |
Cell Updates Per Frame | Set the number of cells, bricks, and probe positions to update per frame. Higher values might make the Editor slower. The default value is 4. This property appears only if you enable Live Subdivision Preview. | |
Update Frequency | Set how frequently Unity updates cell, bricks, and probe positions, in seconds. The default value is 1. This property appears only if you enable Live Subdivision Preview. | |
Debug Draw Distance | Set how far from the scene camera Unity draws debug visuals for cells and bricks, in meters. The default value is 500. |
Property | Sub-property | Description |
---|---|---|
Display Probes | Display probes. | |
Probe Shading Mode | Set what the Rendering Debugger displays. The options are:
|
|
Debug Size | Set the size of the displayed probes. The default is 0.3. | |
Exposure Compensation | Set the brightness of the displayed probes. Decrease the value to increase brightness. The default is 0. This property appears only if you set Probe Shading Mode to SH, SHL0, or SHL0L1. | |
Max Subdivisions Displayed | Set the lowest probe density to display. For example, set this to 0 to display only the highest probe density. | |
Min Subdivisions Displayed | Set the highest probe density to display. | |
Debug Probe Sampling | Display how probes are sampled for a pixel. In the Scene viewAn interactive view into the world you are creating. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. More info See in Glossary, in the Adaptive Probe Volumes overlay, select Select Pixel to change the pixel. |
|
Debug Size | Set the size of the Debug Probe Sampling display. | |
Debug With Sampling Noise | Enable sampling noise for this debug view. Enabling this gives more accurate information, but makes the information more difficult to read. | |
Virtual Offset Debug | Display the offsets Unity applies to Light ProbeLight probes store information about how light passes through space in your scene. A collection of light probes arranged within a given space can improve lighting on moving objects and static LOD scenery within that space. More info See in Glossary capture positions. |
|
Debug Size | Set the size of the arrows that represent Virtual Offset values. | |
Debug Draw Distance | Set how far from the scene camera Unity draws debug visuals for cells and bricks, in meters. The default is 200. |
Use the following properties to control how URP streams Adaptive Probe Volumes. Refer to Optimize loading Adaptive Probe Volume data for more information.
Property | Description |
---|---|
Freeze Streaming | Stop Unity from streaming probe data. |
Display Streaming Score | If you enable Display Cells, this setting darkens cells that have a lower priority for streaming. Cells closer to the camera usually have the highest priority. |
Maximum cell streaming | Stream as many cells as possible every frame. |
Display Index Fragmentation | Open an overlay that displays how fragmented the streaming memory is. A green square is an area of used memory. The more spaces between the green squares, the more fragmented the memory. |
Index Fragmentation Rate | Displays the amount of fragmentation as a numerical value, where 0 is no fragmentation. |
Verbose Log | Log information about streaming. |
Use the following properties to control how URP blends Lighting Scenarios. Refer to Bake different lighting setups with Lighting Scenarios for more information.
Property | Description |
---|---|
Number of Cells Blended Per Frame | Determines the maximum number of cells Unity blends per frame. The default is 10,000. |
Turnover Rate | Set the blending priority of cells close to the camera. The range is 0 to 1, where 0 sets the cells close to the camera with high priority, and 1 sets all cells with equal priority. Increase Turnover Rate to avoid cells close to the camera blending too frequently. |
Scenario To Blend With | Select a Lighting Scenario to blend with the active Lighting Scenario. |
Scenario Blending Factor | Set how far to blend from the active Lighting Scenario to the Scenario To Blend With. The range is 0 to 1, where 0 is fully the active Lighting Scenario, and 1 is fully the Scenario To Blend With. |
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