The 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 SDK Stats interface is used for registering and managing statistics data.
Use the XR Stats interface to record stats among the various subsystems. The only supported stat primitive is a floating point number.
Use the UnityPluginLoad
entry point method to acquire a pointer to the XRStats interface:
IUnityXRStats* sXRStats = nullptr;
extern "C" void UNITY_INTERFACE_EXPORT UnityPluginLoad(IUnityInterfaces* unityInterfaces)
{
sXRStats = (IUnityXRStats*)unityInterfaces->GetInterface(UNITY_GET_INTERFACE_GUID(IUnityXRStats));
//...
}
Register your subsystem and individual stat definitions with the stats interface:
static UnityXRStatId m_GPUFrameTimeID;
static UnityXRStatId m_DroppedFrameCountID;
static UnityXRStatId m_WorkThreadStat;
static UnitySubsystemErrorCode ExampleDisplayProvider_Start(UnitySubsystemHandle handle)
{
if (sXRStats)
{
sXRStats->RegisterStatSource(handle);
m_GPUFrameTimeID = sXRStats->RegisterStatDefinition(handle, "Example.GPUTime", kUnityXRStatOptionNone);
m_DroppedFrameCountID = sXRStats->RegisterStatDefinition(handle, "Example.DroppedFrame", kUnityXRStatOptionNone);
m_WorkThreadStat = sXRStats->RegisterStatDefinition(handle, "Example.WorkerThreadStat", kUnityXRStatOptionNone);
}
return kUnitySubsystemErrorCodeSuccess;
}
Update stats on the Gfx Thread:
extern float GetLastGPUTime(); //provided by your runtime
static void ExampleDisplayProvider_GfxThreadCall(UnitySubsystemHandle handle)
{
sXRStats->SetStatFloat(m_GPUFrameTimeID, GetLastGPUTime());
// Do gfx thread things
}
Update stats on the main thread:
extern float GetDroppedFrameCount(); //provided by your runtime
static void ExampleDisplayProvider_MainThreadCall(UnitySubsystemHandle handle)
{
sXRStats->SetStatFloat(m_DroppedFrameCountID, GetDroppedFrameCount());
// Do main thread things
}
Update stats on your own threads, but be sure to call IncrementStatFrame
to keep the current frame for that thread in sync with the other threads (this is managed internally for the main and graphics threads):
extern float GetWorkerThreadStat(); //provided by your runtime
static void ExampleDisplayProvider_MyWorkerThread(UnitySubsystemHandle handle)
{
sXRStats->IncrementStatFrame();
sXRStats->SetStatFloat(m_WorkThreadStat, GetWorkerThreadStat());
// Do worker thread things
}
Unregister the stat source when the subsystem stops:
static void ExampleDisplayProvider_Stop(UnitySubsystemHandle handle)
{
sXRStats->UnregisterStatSource(handle);
}
Updating stats via SetStatFloat
is thread safe. However, registering and unregistering stat sources is not thread safe and should only be done on the main thread during the Start and Stop functions of the stat source’s lifecycle.
The queue size for processing stats is 2000. This queue is shared amongst all threads and all subsystems and is only serviced upon frame completion. For this reason, you should keep the number of calls to SetStatFloat
low to avoid filling up the queue.
Note: Any stat recorded when the queue is full will be lost.
In the UnityEngine.XR.Provider
namespace, use public static bool TryGetStat(Experimental.IntegratedSubsystem xrSubsystem, string tag, out float value)
to get stats registered and updated with your provider:
using UnityEngine.XR.Provider;
using System.Collections.Generic;
using UnityEngine.Experimental.XR;
using UnityEngine.Experimental;
using UnityEngine;
public static class ExampleProviderStats
{
public static float GPUFrameTime()
{
float tmp;
XRStats.TryGetStat(GetFirstDisplaySubsystem(), "Example.GPUTime", out tmp);
return tmp;
}
public static int DroppedFrameCount()
{
float tmp;
XRStats.TryGetStat(GetFirstDisplaySubsystem(), "Example.DroppedFrame", out tmp);
return (int)tmp;
}
public static float MyWorkerThreadStat()
{
float tmp;
XRStats.TryGetStat(GetFirstDisplaySubsystem(), "Example.WorkerThreadStat", out tmp);
return tmp;
}
// etc...
private static IntegratedSubsystem GetFirstDisplaySubsystem()
{
List<XRDisplaySubsystem> displays = new List<XRDisplaySubsystem>();
SubsystemManager.GetInstances(displays);
if (displays.Count == 0)
{
Debug.Log("No display subsystem found.");
return null;
}
return displays[0];
}
}
Writing public accessor methods such as the example above can help users acquire stats without the need to sift through provider documentation and find the subsystem with which stats are registered.
Additionally, some subsystems have predefined stat tags. Your provider can provide stats for the predefined stats APIs that Unity exposes by registering subsystem specific stat tags (for example: Headers/XR/UnityXRDisplayStats.h
).
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.
When you visit any website, it may store or retrieve information on your browser, mostly in the form of cookies. This information might be about you, your preferences or your device and is mostly used to make the site work as you expect it to. The information does not usually directly identify you, but it can give you a more personalized web experience. Because we respect your right to privacy, you can choose not to allow some types of cookies. Click on the different category headings to find out more and change our default settings. However, blocking some types of cookies may impact your experience of the site and the services we are able to offer.
More information
These cookies enable the website to provide enhanced functionality and personalisation. They may be set by us or by third party providers whose services we have added to our pages. If you do not allow these cookies then some or all of these services may not function properly.
These cookies allow us to count visits and traffic sources so we can measure and improve the performance of our site. They help us to know which pages are the most and least popular and see how visitors move around the site. All information these cookies collect is aggregated and therefore anonymous. If you do not allow these cookies we will not know when you have visited our site, and will not be able to monitor its performance.
These cookies may be set through our site by our advertising partners. They may be used by those companies to build a profile of your interests and show you relevant adverts on other sites. They do not store directly personal information, but are based on uniquely identifying your browser and internet device. If you do not allow these cookies, you will experience less targeted advertising. Some 3rd party video providers do not allow video views without targeting cookies. If you are experiencing difficulty viewing a video, you will need to set your cookie preferences for targeting to yes if you wish to view videos from these providers. Unity does not control this.
These cookies are necessary for the website to function and cannot be switched off in our systems. They are usually only set in response to actions made by you which amount to a request for services, such as setting your privacy preferences, logging in or filling in forms. You can set your browser to block or alert you about these cookies, but some parts of the site will not then work. These cookies do not store any personally identifiable information.