Version: 2022.3

Profiler.EmitFrameMetaData

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public static void EmitFrameMetaData (Guid id, int tag, Array data);
public static void EmitFrameMetaData (Guid id, int tag, List<T> data);
public static void EmitFrameMetaData (Guid id, int tag, NativeArray<T> data);

参数

id 模块标识符。用于区分不同插件、包或模块之间的元数据流。
tag 数据流索引。
data 二进制数据。

描述

将与当前帧关联的元数据写入性能分析器流。

使用 EmitFrameMetaData 将任意二进制数据写入性能分析器流。数据必须仅包含 blittable 类型。

using System;
using System.Diagnostics;
using Unity.Collections;
using UnityEngine;
using UnityEngine.Profiling;

public class Example { public struct TextureInfo { public int format; public int w; public int h; }

public static readonly Guid MyProjectId = new Guid("7E1DEA84-51F1-477A-82B5-B5C57AC1EBF7"); public static readonly int TextureInfoTag = 0; public static readonly int TextureDataTag = 1;

[Conditional("ENABLE_PROFILER")] public void EmitTextureToProfilerStream(Texture2D t) { if (!Profiler.enabled) return; TextureInfo textureInfo = new TextureInfo() { format = (int)t.format, w = t.width, h = t.height }; NativeArray<byte> textureData = t.GetRawTextureData<byte>(); Profiler.EmitFrameMetaData(MyProjectId, TextureInfoTag, new[] { textureInfo }); Profiler.EmitFrameMetaData(MyProjectId, TextureDataTag, textureData); } }

Note:
Writing large chunks of data might increase the Profiler's overhead and memory usage. Always check if Profiler is enabled before generating data. When possible, write data in small chunks to reduce memory usage.

See Also: FrameDataView.GetFrameMetaData.