class in UnityEngine.Profiling
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Controls the Profiler from script.
You can add custom Profiler sections in your scripts with Profiler.BeginSample and Profiler.EndSample.
On standalone platforms, you can save all profiling information to a file, which allows you to inspect it later. To do this, you must specify a Profiler.logFile and set both Profiler.enabled and Profiler.enableBinaryLog to
Because use of the Profiler negatively affects the performance of your app, most of the Profiler API functionality is only available when "Development Build" is enabled. This means you must enable "Developer Build" if you want to use profiler API methods in your built app. Disabling "Development Build" makes your app run faster, but prevents you from using most of the Profiler API methods.
The exception to this are the Profiler API methods relating to memory usage. Because Unity manages most of its system memory at run-time, it can provide that information with no performance penalty, therefore those methods are available even if "Development Build" is not enabled. This applies to all memory-related Profiler API methods except Profiler.GetAllocatedMemoryForGraphicsDriver and Profiler.GetRuntimeMemorySizeLong, since they require extra profiling data only available in development builds.
|areaCount||The number of Profiler Areas that you can profile.|
|enableBinaryLog||Enables the logging of profiling data to a file.|
|enabled||Enables the Profiler.|
|logFile||Specifies the file to use when writing profiling data.|
|maxUsedMemory||Sets the maximum amount of memory that Profiler uses for buffering data. This property is expressed in bytes.|
|usedHeapSizeLong||Returns the number of bytes that Unity has allocated. This does not include bytes allocated by external libraries or drivers.|
|AddFramesFromFile||Displays the recorded profile data in the profiler.|
|BeginSample||Begin profiling a piece of code with a custom label.|
|BeginThreadProfiling||Enables profiling on the thread from which you call this method.|
|EmitFrameMetaData||Write metadata associated with the current frame to the Profiler stream.|
|EndSample||Ends the current profiling sample.|
|EndThreadProfiling||Frees the internal resources used by the Profiler for the thread.|
|GetAllocatedMemoryForGraphicsDriver||Returns the amount of allocated memory for the graphics driver, in bytes.Only available in development players and editor.|
|GetAreaEnabled||Returns whether or not a given ProfilerArea is currently enabled.|
|GetMonoHeapSizeLong||Returns the size of the reserved space for managed-memory.|
|GetMonoUsedSizeLong||The allocated managed-memory for live objects and non-collected objects.|
|GetRuntimeMemorySizeLong||Gathers the native-memory used by a Unity object.|
|GetTempAllocatorSize||Returns the size of the temp allocator.|
|GetTotalAllocatedMemoryLong||The total memory allocated by the internal allocators in Unity. Unity reserves large pools of memory from the system. This function returns the amount of used memory in those pools.|
|GetTotalReservedMemoryLong||The total memory Unity has reserved.|
|GetTotalUnusedReservedMemoryLong||Unity allocates memory in pools for usage when unity needs to allocate memory. This function returns the amount of unused memory in these pools.|
|SetAreaEnabled||Enable or disable a given ProfilerArea.|
|SetTempAllocatorRequestedSize||Sets the size of the temp allocator.|
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