Forked from karljj1/Unity Assembly Definition Debugger.cs
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November 16, 2023 13:24
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Find out what assemblies are being built and how long each takes. Updated to only build for Editor, and to include total time in first line of log output.
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#if UNITY_EDITOR | |
using System; | |
using System.Collections.Generic; | |
using System.Globalization; | |
using System.Text; | |
using UnityEditor; | |
using UnityEditor.Compilation; | |
using UnityEngine; | |
/// <summary> | |
/// https://gist.github.com/karljj1/9c6cce803096b5cd4511cf0819ff517b | |
/// </summary> | |
[InitializeOnLoad] | |
public class AsmdefDebug | |
{ | |
const string AssemblyReloadEventsEditorPref = "AssemblyReloadEventsTime"; | |
const string AssemblyCompilationEventsEditorPref = "AssemblyCompilationEvents"; | |
static readonly int ScriptAssembliesPathLen = "Library/ScriptAssemblies/".Length; | |
private static string AssemblyTotalCompilationTimeEditorPref = "AssemblyTotalCompilationTime"; | |
static Dictionary<string, DateTime> s_StartTimes = new Dictionary<string, DateTime>(); | |
static StringBuilder s_BuildEvents = new StringBuilder(); | |
static double s_CompilationTotalTime; | |
static AsmdefDebug() | |
{ | |
CompilationPipeline.assemblyCompilationStarted += CompilationPipelineOnAssemblyCompilationStarted; | |
CompilationPipeline.assemblyCompilationFinished += CompilationPipelineOnAssemblyCompilationFinished; | |
AssemblyReloadEvents.beforeAssemblyReload += AssemblyReloadEventsOnBeforeAssemblyReload; | |
AssemblyReloadEvents.afterAssemblyReload += AssemblyReloadEventsOnAfterAssemblyReload; | |
} | |
static void CompilationPipelineOnAssemblyCompilationStarted(string assembly) | |
{ | |
s_StartTimes[assembly] = DateTime.UtcNow; | |
} | |
static void CompilationPipelineOnAssemblyCompilationFinished(string assembly, CompilerMessage[] arg2) | |
{ | |
var timeSpan = DateTime.UtcNow - s_StartTimes[assembly]; | |
s_CompilationTotalTime += timeSpan.TotalMilliseconds; | |
s_BuildEvents.AppendFormat("{0:0.00}s {1}\n", timeSpan.TotalMilliseconds / 1000f, | |
assembly.Substring(ScriptAssembliesPathLen, assembly.Length - ScriptAssembliesPathLen)); | |
} | |
static void AssemblyReloadEventsOnBeforeAssemblyReload() | |
{ | |
var totalCompilationTimeSeconds = s_CompilationTotalTime / 1000f; | |
s_BuildEvents.AppendFormat("compilation total: {0:0.00}s\n", totalCompilationTimeSeconds); | |
EditorPrefs.SetString(AssemblyReloadEventsEditorPref, DateTime.UtcNow.ToBinary().ToString()); | |
EditorPrefs.SetString(AssemblyCompilationEventsEditorPref, s_BuildEvents.ToString()); | |
EditorPrefs.SetString(AssemblyTotalCompilationTimeEditorPref, totalCompilationTimeSeconds.ToString(CultureInfo.InvariantCulture)); | |
} | |
static void AssemblyReloadEventsOnAfterAssemblyReload() | |
{ | |
var binString = EditorPrefs.GetString(AssemblyReloadEventsEditorPref); | |
var totalCompilationTimeSeconds = float.Parse(EditorPrefs.GetString(AssemblyTotalCompilationTimeEditorPref, AssemblyTotalCompilationTimeEditorPref)); | |
long bin; | |
if (long.TryParse(binString, out bin)) | |
{ | |
var date = DateTime.FromBinary(bin); | |
var time = DateTime.UtcNow - date; | |
var compilationTimes = EditorPrefs.GetString(AssemblyCompilationEventsEditorPref); | |
var totalTimeSeconds = totalCompilationTimeSeconds + time.TotalSeconds; | |
if (!string.IsNullOrEmpty(compilationTimes)) | |
{ | |
Debug.Log($"Compilation Report: {totalTimeSeconds:F2} seconds\n" + compilationTimes + "Assembly Reload Time: " + time.TotalSeconds + "s\n"); | |
} | |
} | |
} | |
} | |
#endif |
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there is a tiny bug in this gist.
https://gist.github.com/filod/ba1e1522c1821cd24ca1a0c9090eb440#file-asmdefdebug-cs-L59