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@angularsen
Forked from karljj1/Unity Assembly Definition Debugger.cs
Last active 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.
#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
@filod
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filod commented Jan 8, 2019

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