Class SimulationProfilerBase
Inheritance
Object
Component
Behaviour
MonoBehaviour
SimulationProfilerBase
Inherited Members
MonoBehaviour.IsInvoking()
MonoBehaviour.CancelInvoke()
MonoBehaviour.StopCoroutine(Coroutine)
MonoBehaviour.StopAllCoroutines()
MonoBehaviour.destroyCancellationToken
MonoBehaviour.useGUILayout
MonoBehaviour.didStart
MonoBehaviour.didAwake
MonoBehaviour.runInEditMode
Behaviour.enabled
Behaviour.isActiveAndEnabled
Component.GetComponentIndex()
Component.CompareTag(TagHandle)
Component.transform
Component.transformHandle
Component.gameObject
Component.tag
Object.GetEntityId()
Object.GetInstanceID()
Object.InstantiateAsync<T>(T)
Object.InstantiateAsync<T>(T, Transform)
Object.InstantiateAsync<T>(T, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion, Transform)
Object.Instantiate(Object)
Object.Instantiate(Object, Scene)
Object.Instantiate<T>(T, InstantiateParameters)
Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
Object.Instantiate(Object, Transform)
Object.Destroy(Object)
Object.DestroyImmediate(Object)
Object.DontDestroyOnLoad(Object)
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Object.ToString()
Object.name
Object.hideFlags
Namespace: Unity.Simulation
Assembly: Unity.Simulation.Core.dll
Syntax
[DefaultExecutionOrder(-1)]
public abstract class SimulationProfilerBase : MonoBehaviour
Fields
globalDispatcherOverride
Set the global dispatched for all the collectors. Default option will abide to all the collectors dispatchers.
Declaration
public bool globalDispatcherOverride
Field Value
| Type | Description |
|---|---|
| bool |
globalDispatchers
Declaration
[SerializeReference]
[HideInInspector]
public List<IGlobalProfilerDataDispatcher> globalDispatchers
Field Value
| Type | Description |
|---|---|
| List<IGlobalProfilerDataDispatcher> |
Properties
Properties
Declaration
public abstract ProfilerProperties Properties { get; }
Property Value
| Type | Description |
|---|---|
| ProfilerProperties |
activeCollectors
Declaration
public IEnumerable<CollectorBase> activeCollectors { get; }
Property Value
| Type | Description |
|---|---|
| IEnumerable<CollectorBase> |
collectors
Declaration
public ReadOnlyCollection<CollectorBase> collectors { get; }
Property Value
| Type | Description |
|---|---|
| ReadOnlyCollection<CollectorBase> |
Methods
AddCollector(CollectorBase)
Append a Collector to the end of the randomizer list
Declaration
public void AddCollector(CollectorBase newCollector)
Parameters
| Type | Name | Description |
|---|---|---|
| CollectorBase | newCollector |
ApplySimulationConstantsProperties()
Declaration
public abstract void ApplySimulationConstantsProperties()
CreateCollector(Type)
Called by the "Add Collector" button in the scenario Inspector
Declaration
public CollectorBase CreateCollector(Type collectorType)
Parameters
| Type | Name | Description |
|---|---|---|
| Type | collectorType | The type of collector to create |
Returns
| Type | Description |
|---|---|
| CollectorBase | The newly created randomizer |
Exceptions
| Type | Condition |
|---|---|
| Exception |
InsertCollector(int, CollectorBase)
Insert a collector at a given index within the randomizer list
Declaration
public void InsertCollector(int index, CollectorBase newCollector)
Parameters
| Type | Name | Description |
|---|---|---|
| int | index | The index to place the randomizer |
| CollectorBase | newCollector | The collector to add to the list |
Exceptions
| Type | Condition |
|---|---|
| Exception |
RemoveCollector(int)
Remove collector at index.
Declaration
public void RemoveCollector(int index)
Parameters
| Type | Name | Description |
|---|---|---|
| int | index |