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Unity call function persecond
Unity call function persecond








unity call function persecond
  1. #UNITY CALL FUNCTION PERSECOND FULL#
  2. #UNITY CALL FUNCTION PERSECOND CODE#

The three views available are: Viewĭisplays a breakdown of the timings for a particular frame, alongside a time axis of the frame’s length. To change the display, use the top-left dropdown in the details pane (set to Timeline by default). You can display the timing data as either a timeline or a hierarchical table. When you select the CPU Usage module, the details pane below it displays a breakdown of where the application spent time in the selected frame. This includes areas like the entire EditorLoop, or the Profiling overhead when you profile Play Mode in the Editor.

#UNITY CALL FUNCTION PERSECOND CODE#

How much time your application spends on code that does not fall into any of the other categories. How much time your application spends on displaying its UI. Unity currently supports three UI systems. UI (User Interface) Allows a user to interact with your application. How much time your application spends on lighting. Global Illumination A group of techniques that model both direct and indirect lighting to provide realistic lighting results. For more information about VSync, see the section in this documentation on Rendering and VSync samples. This is according to the QualitySettings.vSyncCount value, the target framerate, or the VSync setting that is the default or enforced maximum of the platform your application is running on. This is the refresh interval as defined by a screen’s refresh rate. How much time your application spends per frame waiting for the targetFrameRate or the next VBlank Vertical blanking interval (VBlank) is the time between the end of the final visible line of a frame and the beginning of the first visible line of the next frame. VSync Vertical synchronization (VSync) is a display setting that caps a game’s frame rate to match the refresh rate of a monitor, to prevent image tearing. How much time your application spends on running the Garbage Collector. The component has a reference to an Animator Controller asset that controls the animation. This also includes the time spent on calculations for systems the Animation and Animator components A component on a model that animates that model using the Animation system. More info See in Glossary and other components in your application. A GameObject’s functionality is defined by the Components attached to it. More info See in Glossary Renderers, GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. Unity supports triangulated or Quadrangulated polygon meshes. Meshes make up a large part of your 3D worlds. How much time your application spends on animating Skinned Mesh The main graphics primitive of Unity. How much time your application spends on the physics engine A system that simulates aspects of physical systems so that objects can accelerate correctly and be affected by collisions, gravity and other forces.

unity call function persecond

How much time your application spends on running scripts. How much time your application spends on rendering graphics. You can also click a category’s colored legend to toggle its display. To change the order of the categories in the chart, you can drag and drop them in the chart’s legend. The timings are divided into nine categories. The CPU Usage Profiler module’s chart tracks the time spent on the application’s main thread.

#UNITY CALL FUNCTION PERSECOND FULL#

Show Show Full Scripting Method Names setting.This section of the documentation covers: More info See in Glossary, and animation.

unity call function persecond unity call function persecond

It provides an overview of all the significant areas where your application spends time, such as on rendering, its scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info See in Glossary module contains a chart that displays where time is spent in your application. For example, it can report the percentage of time spent rendering, animating, or in your game logic. It shows how much time is spent in the various areas of your game. The CPU Usage Profiler A window that helps you to optimize your game.










Unity call function persecond