The FrameTimingManager provides frame-level CPU and GPU time measurements.
The FrameTimingManager collects only the most important frame stats with a much lower performance overhead compared to Unity Profiler and is designed for use in Players.
Use FrameTimingManager to:
Note: The FrameTimingManager is always active on Development Player builds. However, to use this feature in Release Player builds, go to Edit > Project Settings > Player and enable the Frame Timing Stats property. If you enable the feature in settings, it’ll remain active whether or not you need it at a specific point in time.
You can access all of FrameTimingManager data with GetLatestTimings API. Alternatively you can use ProfilerRecorder to retrive the information about individual metrics.
In both cases the results are returned with a fixed delay of four frames (no data for the current frame).
This is because GPU timing results aren’t immediately available at the end of each frame on most platforms, so the FrameTimingManager waits to get synchronized CPU and GPU data for the frame. However the delay doesn’t guarantee GPU data available for all frames, because the GPU may not have any available resources to return the results, or might fail to return them correctly. In that case the GPU timings are reported as zero.
using Unity.Profiling; using UnityEngine;
public class ExampleScript : MonoBehaviour { FrameTiming[] m_FrameTimings = new FrameTiming[10];
void Update() { // Instruct FrameTimingManager to collect and cache information FrameTimingManager.CaptureFrameTimings();
// Read cached information about N last frames (10 in this example) // The returned value tells how many frames are actually returned // Element 0 of the returned array contains the data for the last fully finished frame. var ret = FrameTimingManager.GetLatestTimings((uint)m_FrameTimings.Length, m_FrameTimings); if (ret > 0) { // Your code logic here } } }
When ProfilerRecorder is used the FrameTimingManager is enabled automatically including in Release builds. Unity only takes measurements when you attach a ProfilerRecorder
to the counter, giving you dynamic control over the feature and its overhead. This is the recommended method if you want to explicitly control collection of GPU timings.
using Unity.Profiling; using UnityEngine;
public class ExampleScript : MonoBehaviour { ProfilerRecorder mainThreadTimeRecorder;
void OnEnable() { // Create ProfilerRecorder and attach it to a counter mainThreadTimeRecorder = ProfilerRecorder.StartNew(ProfilerCategory.Internal, "CPU Main Thread Frame Time"); }
void OnDisable() { // Recorders must be explicitly disposed after use mainThreadTimeRecorder.Dispose(); }
void Update() { var frameTime = mainThreadTimeRecorder.LastValue; // Your code logic here } }
The Frame Timing Manager supports all platforms that are supported by Unity with the following exceptions:
Additional resources: Introduction to the Frame Timing Manager.
CaptureFrameTimings | This function triggers the FrameTimingManager to capture a snapshot of FrameTiming's data, that can then be accessed by the user. |
GetCpuTimerFrequency | This returns the frequency of CPU timer on the current platform. If the platform does not support returning this value it will return 0. |
GetGpuTimerFrequency | This returns the frequency of GPU timer on the current platform. Currently always 1000000000. |
GetLatestTimings | Allows the user to access the currently captured FrameTimings. |
GetVSyncsPerSecond | This returns the number of vsyncs per second on the current platform, used to interpret timing results. If the platform does not support returning this value it will return 0. |
IsFeatureEnabled | Check if frame timing statistics are enabled. |