class in UnityEngine.Profiling
Controls the Profiler from script.
You can add custom Profiler sections in your scripts with Profiler.BeginSample and Profiler.EndSample.
In standalone games, the Profiler saves all profiling information to a file when you specify a Profiler.logFile and set both Profiler.enabled and Profiler.enableBinaryLog to
|Enables the logging of profiling data to a file.
|Specifies the file to use when writing profiling data.
|Returns the number of bytes that Unity has allocated. This does not include bytes allocated by external libraries or drivers.
|Displays the recorded profiledata in the profiler.
|Begin profiling a piece of code with a custom label.
|Enables profiling on the thread which calls this method.
|End profiling a piece of code with a custom label.
|Frees the internal resources used by the Profiler for the thread.
|Returns the size of the reserved space for managed-memory.
|The allocated managed-memory for live objects and non-collected objects.
|Gathers the native-memory used by a Unity object.
|Returns the size of the temp allocator.
|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.
|The total memory Unity has reserved.
|Unity allocates memory in pools for usage when unity needs to allocate memory. This function returns the amount of unused memory in these pools.
|Sets the size of the temp allocator.