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Unity Measure Compile Time
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# // Originally found here: https://answers.unity.com/questions/1131497/how-to-measure-the-amount-of-time-it-takes-for-uni.html | |
using UnityEngine; | |
using UnityEditor; | |
[InitializeOnLoad] | |
class CompileTime : EditorWindow | |
{ | |
static bool isTrackingTime; | |
static double startTime; | |
static CompileTime() | |
{ | |
EditorApplication.update += Update; | |
startTime = PlayerPrefs.GetFloat("CompileStartTime", 0); | |
if (startTime > 0) | |
{ | |
isTrackingTime = true; | |
} | |
} | |
static void Update() | |
{ | |
if (EditorApplication.isCompiling && !isTrackingTime) | |
{ | |
startTime = EditorApplication.timeSinceStartup; | |
PlayerPrefs.SetFloat("CompileStartTime", (float)startTime); | |
isTrackingTime = true; | |
} | |
else if (!EditorApplication.isCompiling && isTrackingTime) | |
{ | |
var finishTime = EditorApplication.timeSinceStartup; | |
isTrackingTime = false; | |
var compileTime = finishTime - startTime; | |
PlayerPrefs.DeleteKey("CompileStartTime"); | |
Debug.Log("Script compilation time: \n" + compileTime.ToString("0.000") + "s"); | |
} | |
} | |
} |
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