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 | Enables the 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. |
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