Unity3D性能消耗分析器.docx
Teverticalscaleofthetimelineismanagedautomaticallyandwillattempttofilltheverticalspaceofthewindow.NotethattogetmoredetailinsaytheCPUUsageareayoucanremovetheMemoryandRenderingareas.Also,thesplitterbetweenthetimelineandthestatisticsareacanbeselectedanddraggeddownwardtoincreasethescreenareausedforthetimelinechart.时间轴的垂H刻度足自动行理,并尝试填补河口的车收吃间.请留意.卷狭和变为关于CPU的运用率(CPUUSage)的细微环小魅可以刮除内存'Memory)和渲染(Rendering)区域.此外.时间柏和统计区域之向的别离辖能战选卦和向下拖功,为时间轴图表增加屏窑面积.Thetimelineconsistsofseveralareas:CPUUsagezRenderingandMemory.Theseareascanberemovedbyclickingtheclosebuttoninthepanel,andre-addedagainusingtheAddAreadropdownintheProbar.时何知包括几个方面:CPU运用也池案和内行,这些区域可以在面板上C吓关闭按机切除和在分析控件(Pro)工具栏中运用AddArea下拉菜单再次正新添加,CPUUsageArea(CPU运用率区域)<5Profiler14.2%1.6%0.7%0.0%11.3%6.7%6.4%5.6%0.4%DrawingCullingCUITexcRenderCameraJmAgeEFfectsMeshSkInningOverheadFueicellGlow1.ookAt.UpdateOObjcctRotater.Update<)AGU1.RePaIm47.1%l.7%1.4%0.0%11.3%6.7%6.4%S.6%3.5%2OB2OB2OB2OB1OB1OB33264B46OB12.1KBS30.l0.1.0.0120.70.70.60.4TheCPUUsageareadisplayswheretimeisspentinyourgame.When及Isselected,thelowerpanedisplayshierarchicaltimedatafortheselectedframe.CPU应用率区域显示你的嬉戏在照里花明时间当这个M城被i中.卜部由格中域东选定的M房次化的时何数据Hierarchymode:DiSPIayShierarchicaltimedata.层级模式IHJerarchymodeh必求层次化的时间数据.GroupHierarchymode:Groupstimedataintologicalgroups(Rendering,Physics,Scriptsetc.).Becausechildrenofanygroupcanbeindifferentgroup(e.g.somescriptmightcallrenderingfunctions),thepercentagesofgrouptimesoftenadduptomorethan100%.(Thisisnotabug.)祖层线梭式(GroupHierarchymode)成设M组的组时间数据:涓染Rendering物理(Physics).M*(ScriptsI等)因为任何IB的子成员,可在不同的阻(例如一些脚本可能调用Ia派功健)组时何的百分比往(E加起来招过100%,(这不是一个锚误TewaytheCPUchartisstackedcanbereorderedbysimplydraggingchartlabelsup&down.CPUftll<.(CPUUSage)图去堆用方式.%以辿过前洁的卜卜拖动身表标笠进展贸新排库.Whenanitemisselectedinthelowerpane,it'scontributiontotheCPUchartishighlighted(andtherestaredimmed).Oickingonanitemagainde-selectsit.当在下部河格中选择个工程,对应到CPU的运用军(CPUUSagC)图改上会滞亮显不(和北余只郃为灰色;.内次点击这个工程就公取消选择.(ProfilerHierarchyIFunctionTotalSelfCallsMemoryTimemsCamcra.RenderS12%0.8%2OB5.7Drawing47.1%14.2%2OB53>MeshRenderer.Render15.6%1.2%6SOB1.7Shade1.Sctfass1S.O1S.O78OBASkinnedMeshRenderer.Render1.2%0.0%6OB0.1ParticIcRcnderer.Render1.0%0.S%1OB0.1.Cullingl.7%1.6%2OB0.1CUITexcRender1.4%0.7%2OB0.1.CamerdJmageEffects0.0%0.0X2OB0.0MeshSkinning113%11.3%1OB12Shader.SetPassIsselectedandit'scontributionIshighlightedinthechart.ShadenSetPassWii.图表中高亮显示。Inthehierarchicaltimedatatheselftimereferstotheamountoftimespentinaparticularfunctionnotincludingthetimespentcallingsub-functions.Inthescreenshotabove,forexample51.2%oftimeIsspentIntheCamera.Renderfunction.ThisfunctiondoesaIOCOfworkandcallsthevariousdrawingandcullingfunctions.Excludingallthesefunctionsonly0.8%oftimeisspentactuallyintheCamera.Renderfunction.在分层的时间攻幅的自我时间(selftimeI折花费在特定南攻的时间.不包括得Mf由攻所花费的时同.aI为的故图,例如51.2%的时何佗货4Camera.RenderhR,这个函数做门午多工作.并调用各种绘图和剔除的由数,%实上解除了全部这些功能只行0.8%的时间花我在Camera.Render函数RenderingArea沮染区域DrawCalls:1Tris:760Verts:525BatchedDrawCaIIs:0BatchedTris:0hatchedVerts:0UsedTextures:1/08RenderTextures0/0BRendcrTcxtureSwitches0Screen:632x3S0I2.5M8VRAMusage:2.5MBto2.7MB(of2S6.0MB)VBOTotal:36-170.1KBVBUpIoads:0-0BIBUpIoads:0-0BShadowCaster»0VisibleSkinnedMcshes0Animations.0TheRenderingareadisplaysrenderingstatistics.TheNumberofDrawCalls,TnanglesandVerticesrenderedisdisplayedgraphicalinthetimeline.The1.owerpanedisplaysmorerenderingstatisticsandthesemorecloselymatchtheonesshownintheGameViewRenderingStatisticswindow.泊染区域品示泣案统il数据-DrawCalls,角形和顶点泊及双T花时向柏匕隘示以图形的方式,下都窗格中显示史方演染统计数据,这些数据与在她成视图消柒统if*数据«111显示的数据相P1.配.MemoryArea内存区域<ProfilerMemory:Total:260.2M8Delta0BTextures:62S/18.8MBMeshes:S4/7.9MBAnimationCIips:25/0.6MBTotalObjectCount:6537TheMemoryareadisplayssomememoryusagedata:内存区域H示一些内在送M的数据: TotalAllocatedisthetotalRAMusedbytheapplication.NotethatintheUnityEditorthisismemoryusedbyeverythingintheeditor;gamebuildswillusemuchless.a!f(TotalAllocated)是一用程序所运用的总内存请留意.ftUnityittflIX1.这是在编新JS中的一切运用的内存洌戏构建后将运用少得多的内存. TextureMemoryistheamountofvideomemoryusedbythetexturesinthecurrentframe.奴理内存(TeXtUreMemory)是在与的懂中税理占用的&存大小. ObjectCountisthetotalnumberofObjectsthatarecreated.Ifthisnumberrisesovertimethenitmeansyourgameiscreatingsomeobjectsthatareneverdestroyed.对发数(ObjeaC。Unt)是所创立的对象的散.但切这个数字的时间不独上升,那么它造味帚你的焙戏在不断创建一些从不销发的对阪,AudioArea音频区域(!>ProfilerAddProfilerlAudioS,力J1.VWgSourcesClRausfdSourcesUAUdK)VoicesAudioMemorPlayingSources:OPausedSourcesiOAudioVoicesiOAudloCPUUsage:0.1%AudioMemory:285.0KBMaxAudioMemoryUsage:285.0KBTheAudioareadisplaysaudiostatistics:齐顿区域H示音频统计iIK: PlayingSourcesisthetotalplayingsourcesinthesceneataspecificframe.Monitorthistoseeifaudioisoverloaded.播放源PlayingSources)