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Basic global profiling scripts for Udon. Throw one of each script on a game object that has a TMP UI text somewhere in its children.
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#define AVERAGE_OUTPUT | |
using UdonSharp; | |
using UnityEngine; | |
[DefaultExecutionOrder(1000000000)] | |
public class GlobalProfileHandler : UdonSharpBehaviour | |
{ | |
public UnityEngine.UI.Text _timeText; | |
private GlobalProfileKickoff _kickoff; | |
private void Start() | |
{ | |
_kickoff = GetComponent<GlobalProfileKickoff>(); | |
} | |
private int _currentFrame = -1; | |
private float _elapsedTime = 0f; | |
#if AVERAGE_OUTPUT | |
private float _measuredTimeTotal = 0f; | |
private int _measuredTimeFrameCount = 0; | |
private const int MEASURE_FRAME_AMOUNT = 45; | |
#endif | |
private void FixedUpdate() | |
{ | |
if (_currentFrame != Time.frameCount) | |
{ | |
_elapsedTime = 0f; | |
_currentFrame = Time.frameCount; | |
} | |
if (_kickoff) | |
_elapsedTime += (float)_kickoff.stopwatch.Elapsed.TotalSeconds * 1000f; | |
} | |
private void Update() | |
{ | |
if (_currentFrame != Time.frameCount) // FixedUpdate didn't run this frame, so reset the time | |
_elapsedTime = 0f; | |
_elapsedTime += (float)_kickoff.stopwatch.Elapsed.TotalSeconds * 1000f; | |
} | |
private void LateUpdate() | |
{ | |
_elapsedTime += (float)_kickoff.stopwatch.Elapsed.TotalSeconds * 1000f; | |
#if AVERAGE_OUTPUT | |
if (_measuredTimeFrameCount >= MEASURE_FRAME_AMOUNT) | |
{ | |
_timeText.text = $"{(_measuredTimeTotal / _measuredTimeFrameCount):F4}ms"; | |
_measuredTimeTotal = 0f; | |
_measuredTimeFrameCount = 0; | |
} | |
_measuredTimeTotal += _elapsedTime; | |
_measuredTimeFrameCount += 1; | |
#else | |
_timeText.text = $"Update time:\n{_elapsedTime:F4}ms"; | |
#endif | |
} | |
} |
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using UdonSharp; | |
using UnityEngine; | |
[DefaultExecutionOrder(-1000000000)] | |
public class GlobalProfileKickoff : UdonSharpBehaviour | |
{ | |
[System.NonSerialized] | |
public System.Diagnostics.Stopwatch stopwatch; | |
private void Start() | |
{ | |
stopwatch = new System.Diagnostics.Stopwatch(); | |
} | |
private void FixedUpdate() | |
{ | |
stopwatch.Restart(); | |
} | |
private void Update() | |
{ | |
stopwatch.Restart(); | |
} | |
private void LateUpdate() | |
{ | |
stopwatch.Restart(); | |
} | |
} |
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