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CloseEnables the Profiler.
When enabled along with Profiler.enableBinaryLog, the Unity player saves profiling data to the file specified in the Profiler.logFile file. The player automatically assigns the file extension, “.raw” to this log file. You can load this file in the Unity Editor Profile window to view the data.
If the buffer is too small to output the profiler data you will see a message in the debug log "Skipping profile frame. Receiver can not keep up with the amount of data sent".
Use Profiler.maxUsedMemory to raise the buffer memory.
Note: In the following example, on the WebGL platform, the log file is outputted to a path like the following: /idbfs/some-hash/profiler.raw
. To find this file, use your browser's developer tools. You can also
use File.Open
with the same path that you used to load the data, and use UnityWebRequest.Post to send it to a web server.
using UnityEngine; using System.Collections; using UnityEngine.Profiling; using System.IO;
public class ExampleClass : MonoBehaviour { void Start() { StartCoroutine(RunProfiler()); }
IEnumerator RunProfiler() { // Specify the profiler output file Profiler.logFile = Path.Join(Application.persistentDataPath, "mylog.raw"); Profiler.enableBinaryLog = true; // Start profiler Profiler.enabled = true; // Optional, if more memory is needed for the buffer Profiler.maxUsedMemory = 256 * 1024 * 1024;
// Run profiling for 5 seconds yield return new WaitForSeconds(5.0f);
// Stop profiler Profiler.enabled = false; // It is important to clear the log file so it is closed by Unity and can be opened by other applications Profiler.logFile = ""; } }
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