Unity---stats parameters for Gamescreen

Source: Internet
Author: User

Unity Stats Panel IntroductionOriginal June 12, 2016 10:06:12
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Time per frame and fps ( times per frame and fps): How long it takes to process and render a game frame (and the resulting FPS). Note that this number includes only the game view updates and rendered frames, excluding the time to draw the scene view in the editor, the view window, and other editor-only processes.

Draw Calls (Draw call ): The total number of mesh plots after batch processing. Note that there are objects that are rendered multiple times (for example, objects illuminated by pixel lights), and each render result results in a separate depiction call. On the mobile phone side is generally better in 20.

batched (Draw Calls) ( batch (draw call)): The number of calls that were initially individually depicted as being added to the batch. Batching is the engine attempting to make a draw call with multiple object rendering to reduce CPU overhead. To ensure good batching, you should share as many materials as possible between different objects.

Tris and Verts ( triangles and vertices ): The number of triangles and vertices drawn. For low-end hardware optimizations (optimizing for low-end hardware), this is important.

Used textures ( used texture ): Draws the number of textures used by the frame and the memory they use.

Render textures ( render texture ): The number of textures rendered and the memory they use. The number of times each frame toggles the active texture is also displayed.

VRAM usage ( memory usage ): The approximate range of usage of the current video memory (VRAM) and shows how much video memory your video card has.

VBO Total ( number of vertex buffer objects ): The number of unique meshes (vertex buffers) uploaded to the graphics card. A variety of different modes will cause the new VBO to be created. In some cases, scaling an object causes additional VBO to be created. In the case of static batching, however, the number of objects can share the same vbo.


Visible skinned Meshes ( visibly skinned mesh ): The number of rendered skin meshes.


Animations ( animation ): The number of animations that are playing.

With some unity-optimized technical tips

Unity---stats parameters for Gamescreen

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