Configure the way the ProfilerA window that helps you to optimize your game. It shows how much time is spent in the various areas of your game. For example, it can report the percentage of time spent rendering, animating, or in your game logic. More info
See in Glossary collects data when you build your application.
The Build Profiles window has settings which you can enable to change how the Profiler measures data.
To enable the Profiler specific settings, you must enable the Development BuildA development build includes debug symbols and enables the Profiler. More info
See in Glossary setting:
There are two settings related to how the Profiler collects data.
Setting | Description |
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Autoconnect Profiler | Enable this setting to automatically connect to the Profiler when your application starts. The Unity Editor bakes its IP address into the built player during the build process. When you start the player, it attempts to connect to the Profiler in the Editor located at the baked IP address. |
Deep Profiling Support | Unity performs Deep Profiling when the built Player starts, which means that the Profiler profiles every part of your code, and not just code timings explicitly wrapped in Profiler markersPlaced in code to describe a CPU or GPU event that is then displayed in the Unity Profiler window. Added to Unity code by default, or you can use ProfilerMarker API to add your own custom markers. More info See in Glossary. This is useful to get profiling information on your application’s start up times, however, this adds a small amount of overhead to your build. |