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 true.
| enableBinaryLog | Enables the logging of profiling data to a file. |
| enabled | Включает Profiler. |
| logFile | Specifies the file to use when writing profiling data. |
| 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. |
| 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. |
| 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. |
| SetTempAllocatorRequestedSize | Sets the size of the temp allocator. |