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    Struct EntitiesGraphicsPerThreadStats

    Represents per-thread statistics that Entities Graphics collects during runtime.

    Namespace: Unity.Rendering
    Assembly: Unity.Entities.Graphics.dll
    Syntax
    public struct EntitiesGraphicsPerThreadStats
    Remarks

    Per-thread statistics are only available in the Unity Editor. Unity strips this functionality from standalone player builds so it doesn't affect performance.

    Fields

    ChunkCountAnyLod

    The number of chunks that contained at least one entity that passed LOD selection.

    Declaration
    public int ChunkCountAnyLod
    Field Value
    Type Description
    int
    Remarks

    This value can include chunks that are invisible. Frustum culling happens after LOD selection and it can discard chunks that pass LOD selection.

    ChunkCountFullyIn

    The number of chunks that contained entities which are all in the frustum.

    Declaration
    public int ChunkCountFullyIn
    Field Value
    Type Description
    int

    ChunkCountInstancesProcessed

    The number of chunks partially culled by the frustum.

    Declaration
    public int ChunkCountInstancesProcessed
    Field Value
    Type Description
    int
    Remarks

    Entities Graphics considers a chunk to be partially culled if the chunk's bounds are partially within the frustum. If this is the case, Entities Graphics must perform frustum culling for each entity in the chunk separately. If the bounds of a chunk are fully within the frustum, Entities Graphics knows all entities in the chunk are within the frustum and doesn't need to frustum cull them individually.

    ChunkTotal

    The number of chunks that Entities Graphics considered for frustum culling.

    Declaration
    public int ChunkTotal
    Field Value
    Type Description
    int
    Remarks

    This value includes any chunks successfully added into a batch, regardless of whether they contained any visible entities.

    DrawCommandCount

    The number of the draw commands.

    Declaration
    public int DrawCommandCount
    Field Value
    Type Description
    int

    DrawRangeCount

    The number of the ranges.

    Declaration
    public int DrawRangeCount
    Field Value
    Type Description
    int

    InstanceTests

    The number of culling tests performed on partially culled chunks.

    Declaration
    public int InstanceTests
    Field Value
    Type Description
    int

    LodChanged

    The number of chunks that contained at least one LOD change.

    Declaration
    public int LodChanged
    Field Value
    Type Description
    int
    Remarks

    An LOD change means that an entity that represented an LOD was either enabled or disabled depending on the LOD selection.

    LodChunksTested

    The number of chunks that Entities Graphics recalculated LOD selection for.

    Declaration
    public int LodChunksTested
    Field Value
    Type Description
    int
    Remarks

    If the scaled distance from the camera changes enough to possibly cause a LOD change to entities in a chunk, Entities Graphics recalculates LOD selection for the chunk.

    LodNoRequirements

    The number of the chunks that contained entities without any LOD data.

    Declaration
    public int LodNoRequirements
    Field Value
    Type Description
    int

    LodTotal

    The number of chunks that Entities Graphics considered for LOD selection.

    Declaration
    public int LodTotal
    Field Value
    Type Description
    int

    RenderedEntityCount

    The number of entities that Entities Graphics rendered into at least one rendering pass.

    Declaration
    public int RenderedEntityCount
    Field Value
    Type Description
    int
    Remarks

    This doesn't perfectly represent the total number of times that Entities Graphics renders entities. If Entities Graphics renders an entity multiple times, for example if it uses the same culling result to draw the entity into several rendering passes, this value only counts the entity once. This commonly happens if Entities Graphics draws the entity both into a depth prepass and into a G-Buffer or forward pass. If Entities Graphics performs culling for the same entity multiple times, for example if the entity is visible in both a camera and the directional shadow map, this value counts the entity multiple times.

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