"Go" Analyzer window Profiler windows

Source: Internet
Author: User

Go from the Unity canon:

Http://game.ceeger.com/Manual/ProfilerWindow.html

Http://game.ceeger.com/Manual/Profiler.html

Profiler Window Profiler windowdate:2013-07-01 13:44

Attaching to unity players attached to unity player

To profiles your game running on an other device or a player running on another computer, it's possible to connect the EDI Tor to the other player. The dropdown Active Profiler would show all players running on the local network. These players is identified by player type and the host name running the player "Iphoneplayer (Toms iPhone)". To is able to connect to a player, the player must is launched with the development Build checkbox found in the C2>build Settings dialog. From here it's also possible to tick a checkboxes to make the Editor and Player AutoConnect at startup.

To analyze the player that your game is running on another device or running on another computer, you can connect the editor to another player. The Active Profiler drop-down menu displays all the players running on the local network. These players are identified by the type of player and the host name "Iphoneplayer (Toms iPhone)" Running the player. To be able to connect to a player, the player must be packaged in the Build Settings dialog box where the development build check box is found on the hook. From here, you can also check the box to make the editor and player connect automatically when you start the device.

The Profiler Controls Analyzer control

The

Profiler controls is in the toolbar at the top of the window. Use these to turn profiling on and off, navigate through profiled frames and so on. The transport controls is at the far right end of the toolbar. Note that, the game is running and the profiler are collecting data clicking on any of the these transport controls would PA Use the game. The controls go to the first recorded frame, step one frame back, step one frame forward and go to the last frame Respecti Vely. The profiler does not keep all recorded frames, so the notion of the first frame should really is though of as th E oldest frame that's still kept in memory. The ' Current ' transport button causes the profile statistics windows to display data collected in real-time. The Active Profiler popup menu allows you to select whether profiling should is done in the editor or a separate player (f or example, a game running on an attached IOS device).

The profiler controls the toolbar at the top of the window. Use these controls to turn analysis on and off, browse parsed frames, and more. The transport control is at the very right end of the toolbar. Note that when the game runs and the parser collects data, tapping any of these transport controls (those two small arrows) pauses the game. Control goes to the first frame of the record, one step at a frame forward (left arrow)??, one step at a frame backward (right arrow), respectively to the last frame. The parser does not retain all the recorded frames, so the concept of the first frame should in fact be the oldest frame still stored in memory. The "current" button causes the Analysis Statistics window to display the data collected in real time. The Activation Analyzer (Active Profiler) Pop-up menu lets you choose whether you should analyze in an editor or a standalone player (for example, a game running on an iOS device).

Deep Profiling Depth Analysis

When you turn on deep profiles, all your script code was Profiled-that is, and all function calls are recorded. This was useful to know where exactly time was spent in your game code.

When you open depth profile, all script code will be parsed-that is, all function calls are recorded. It is useful to know exactly how much time is spent in your game code.

Note that deep Profiling incurs a very large overhead and uses a lot of memory, and as a result your G AME would run significantly slower while profiling. If you are using complex script code, the deep Profiling might is not being possible at all. Deep profiling should work fast enough for small games with simple scripting. If you find this deep Profiling for your entire game causes the frame rate to drop so much that the game barely runs, you Should consider not using this approach, and instead use the approach described below. You could find deep profiling more helpful as is designing your game and deciding how to best implement key features. Note that for large-profiling-cause Unity to run out of memory and so for this reason deep profiling t be possible.

Note that depth analysis (deep Profiling) can cause very large overhead and use a lot of memory, resulting in a noticeable slowdown in your game while the analysis is running. If you are using complex scripting code, deep analysis may not be fully effective. Deep analysis works fast enough for small games that use simple scripts. If you find that your entire game runs in depth analysis, causing the frame rate to fall so much that the game is almost impossible to run, you should consider not taking this approach, but using the method described below. You may find that deep analysis is more conducive to designing your game and determining how to best implement key features. Note In-depth analysis, for large games may cause unity to run out of memory, for this reason, depth analysis may not be effective.

Manually profiling blocks of your script code would has a smaller overhead than using deep profiling. Use Profiler.beginsample and Profiler.endsample scripting functions to enable and disable profiling around sections of cod E.

Manually parsing script code blocks is less expensive than using deep analysis. Use the Profiler.beginsample and Profiler.endsample functions to enable and disable parsing code snippets (code between Profiler.beginsample and Profiler.endsample).

View Synctime viewing Sync time

When running at a fixed framerate or running in sync with the vertical blank, Unity records the waiting time in "Wait for Target FPS ". By default this amount of time are not shown in the profiler. To view how much time was spent waiting, you can toggle "View Synctime". This is also a measure of what much headroom you have before losing frames.

When running at a fixed frame rate or with vertical blank sync running, Unity records the wait time in "Wait for Target FPS", by default, the time is not shown in the parser. To see how long it takes to wait, you can toggle "View Synctime". This is also a measure of how much headroom you lose before frames.

Profiler Timeline Profiler Time axis

The upper part of the Profiler window displays performance data over time. When you run a game, data are recorded each frame, and the several hundred frames is displayed. Clicking on a particular frame would display it's details in the lower part of the window. Different details is displayed depending on which timeline area is currently selected.

The upper portion of the parser window displays performance data over time. When you run the game, each frame of data is recorded, and the last hundreds of frames of history are displayed. Click on a specific frame and the details of that frame will be displayed in the lower part of the window. Depending on the current selected timeline area, different details are displayed.

The vertical scale of the timeline is managed automatically and would attempt to fill the vertical space of the window. Note that to get more detail in say the CPU Usage area you can remove the Memory and Rendering areas. Also, the splitter between the timeline and the statistics area can is selected and dragged downward to increase the scree n area used for the timeline chart.

The vertical scale of the timeline is automatically managed and tries to fill the vertical space of the window. Note that to get more details about CPU usage (CPU usage), you can remove memory and render (Rendering) areas. In addition, the splitter between the timeline and the statistics area can be selected and dragged downward to increase the screen area for the timeline chart.

The timeline consists of several areas:cpu Usage, Rendering and Memory. These areas can be removed by clicking the Close button in the Panel, and re-added again using the Add area Drop Down, the profile Controls bar.

The timeline includes several aspects: CPU usage, rendering, and memory. These areas can be deleted by clicking the Close button on the panel and re-added again using the Add Area drop-down menu in the Profile Controls toolbar.

  • CPU Usage Area CPU Utilization Zone
  • Rendering Area Rendering Region
  • Memory Area
  • Audio Area
  • Physics Area Physics Region
  • GPU AreaGPU Region

    Profiler (Professional only) Profiler (pro only) date:2013-07-01 14:17

    The Unity Profiler helps you to optimize your game. It reports for what 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.

    The Unity Analyzer can help you optimize your game. It gives you a report of the time spent in all areas of your game. For example, it can report the percentage of rendering, animation, or time spent in your game logic.

    You can play your game in the Editor with Profiling on, and it'll record performance data. The Profiler window then displays the data in a timeline and so can see the frames or areas that spike (take more time) t Han others. By clicking anywhere on the timeline, the bottom section of the Profiler window would display detailed information for the Selected frame.

    In the editor, you can run your game in a state where the profiler is running, and it will record performance data. The parser window displays the data on the timeline, so you can see the frame or area spikes (more time than others). Click anywhere in the timeline, and the bottom area of the parser window displays the details of the selected frame.

    Note that profiling have to instrument your code. This instrumentation have a small impact on the performance of your game. Typically this overhead was small enough to not affect the game framerate. When using profiling it was typical to consider only the ratio (or percentage) of a time spent in certain areas. Also, to improve performance focus on those parts of the ' game that ' consume the most time. Compare profiling results before and after code changes and determine the improvements you measure. Sometimes changes you make to improve performance might has a negative effect on frame rate; Unexpected consequences of code optimization should be expected.

    Note that your code must be detected at the time of analysis. This test will have a small impact on your game performance. Typically, this overhead is small enough to affect the game's frame rate. When using analytics, it is typical to consider the proportion (or percentage) of time spent in certain areas. In addition, in order to improve performance, focus on those parts of the game that consume the most time. Compare the analysis results before and after the code changes and determine the improvements you have measured. Sometimes the changes you make can improve performance and may negatively impact the frame rate, and unexpected consequences of code optimization should be expected.

      • Profiler window Analyzer Windows
        • CPU Usage Area CPU Utilization Zone
        • Rendering Area Rendering Region
        • Memory Area
        • Audio Area
        • Profilerphysics Physics Area
        • GPU area GPU Region
    See Also
      • Optimizing Graphics Performance page.
        Optimize the Graphics Performance page
    Ios

    Remote profiling can is enabled on IOS devices by following these steps:

    Enabling remote analysis on an iOS device can be done in the following steps:

      1. Connect your IOS device to your WiFi network (local/adhoc WiFi network was used by profiler to send profiling data from dev Ice to the Unity Editor).
        Your iOS device is connected to a WiFi network (the profiler uses a local/adhoc WiFi network to send analytics data from the device to the Unity Editor).
      2. Check "AutoConnect Profiler" checkbox in Unity ' s build Settings dialog.
        In the Unity build settings (Build Settings) dialog box, check the box "Auto Connect Analyzer (AutoConnect Profiler)".
      3. Attach your device to your MAC via cable and hits "Build & Run" in Unity Editor.
        Connect your device to your Mac via a data cable and click "Build &run" in the Unity editor.
      4. When app launches on device Open Profiler windows in Unity Editor (Window->profiler)
        When the application starts on the device, the parser window opens in Unity's editor (Window->profiler)

    If you're using a firewall, you need to make sure that ports 54998 to 55511 is open in the firewall ' s outbound rules-t Hese is the ports used by Unity for remote profiling.

    If you are using a firewall, you must make sure that ports 54998 through 55511 are opened in the firewall's outbound rules. These ports are the ports to be used by unity remote analysis.

    Note: Sometimes Unity Editor might not autoconnect to the device. In such cases profiler connection might is initiated from profiler Window Active Profiler drop-down menu by select Appropr Iate device.

    Note: Sometimes, the editor in unity may not automatically connect to the device. In this case, the profiler connection can be initiated proactively by selecting the appropriate device in the Profiler window's Active Profiler drop-down menu.

    Android

    Remote profiling can be enabled on Android devices through-different paths:wifi or ADB.

    Remote analysis can be enabled on Android devices in two different ways: WiFi or adb.

    For WiFi profiling, follow these steps:

    For WiFi analysis, use the following steps:

      1. Make sure to disable Mobile Data on your Android device.
        Ensure that the phone data is disabled on the andriod device.
      2. Connect your Android device to your WiFi network.
        Connect your Android device to your WiFi network.
      3. Check the "AutoConnect Profiler" checkbox in Unity ' s build Settings dialog.
      4. Attach your device to your MAC/PC via cable and hits "Build & Run" in Unity Editor.
        Connect your device to your computer via the data cable, click Build & Run in Unity.
      5. When the app launches on the device, open the profiler window in Unity Editor (Window->profiler)
      6. If The Unity Editor fails to AutoConnect to the device, select the appropriate device from the Profiler Window Active Profiler drop down menu.

    Note: The Android device and host computer (running the Unity Editor) must both be on the same subnet for the device detection T o work.

    Note: Android devices and host computers (running unity) must both be on the same subnet in order for device detection to work properly.

    For ADB profiling, follow these steps:

    For ADB analysis, use the following steps:

      • Attach your device to your mac/pc via cable and make sure ADB recognizes the device (i.e. it shows in ADB devices List).
        Connect the device to the computer via the data cable and make sure that the ADB device device (i.e. it appears in the ADB device list).
      • Open a Terminal window/cmd prompt and enter
        Open a terminal window/CMD prompt and enter
      adb forward Tcp: 54999 Localabstract:unity -<insert bundle identifier Here>     
      • Check the "Development Build" checkbox in Unity's Build Settings dialog, and hit "Build & Run".
        In the Unity Compile Settings dialog box, check the development build check box to see if it is checked and click Build & Run.
      • When the app is launches on the device, open the profiler window in Unity Editor (Window->profiler)
        When the application starts on the device, the parser window (Window->profiler) opens in unity.
      • Select the androidprofiler ([email protected]:54999) from the Profiler Window, Active Profiler drop down menu.
        Select Androidprofiler from the profiler window Active Profiler drop -down menu ([email protected]:54999)

    Note: The entry in the Drop menu was only visible when the selected target is Android.

    Note: Go to the drop-down menu when the selection target is Android only visible when selected.

    If you're using a firewall, you need to make sure that ports 54998 to 55511 is open in the firewall ' s outbound rules-t Hese is the ports used by Unity for remote profiling.

    If you are using a firewall, you must make sure that ports 54998 through 55511 are opened in the firewall's outbound rules. These ports are the ports to be used by unity remote analysis.

"Go" Analyzer window Profiler windows

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