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Full Inspector 2.0 Instantation Benchmarks
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Lower is better | |
============================================= | |
SerializedItemCount: 150 | |
UnityObjectFrequency: 25 | |
TestRuns: 500 | |
Average Unity Instantiate Time: 5327 | |
Average Proto Instantiate Time: 3575 | |
Average Json Instantiate Time: 14460 | |
Average Binary Instantiate Time: 19899 | |
============================================= | |
SerializedItemCount: 10 | |
UnityObjectFrequency: 1 | |
TestRuns: 500 | |
Average Unity Instantiate Time: 756 | |
Average Proto Instantiate Time: 1216 | |
Average Json Instantiate Time: 2487 | |
Average Binary Instantiate Time: 3821 | |
============================================= | |
SerializedItemCount: 1000 | |
UnityObjectFrequency: 100 | |
TestRuns: 500 | |
Average Unity Instantiate Time: 33403 | |
Average Proto Instantiate Time: 19374 | |
Average Json Instantiate Time: 89440 | |
Average Binary Instantiate Time: 138043 |
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using System; | |
using System.Collections.Generic; | |
namespace FullInspector.Samples.Performance { | |
public class SamplePerformanceBinary : BaseBehavior<BinaryFormatterSerializer> { | |
[Serializable] | |
public struct ProxyContainer { | |
public List<BinarySerializedClass> SerializedItems; | |
} | |
// We have to throw the SerializedItems into a proxy container so that Unity won't serialize | |
// them. | |
public ProxyContainer Proxy; | |
} | |
} |
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using System.Collections.Generic; | |
namespace FullInspector.Samples.Performance { | |
public class SamplePerformanceJson : BaseBehavior<JsonNetSerializer> { | |
public List<JsonSerializedClass> SerializedItems; | |
} | |
} |
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using System.Collections.Generic; | |
namespace FullInspector.Samples.Performance { | |
public class SamplePerformanceProto : BaseBehavior<ProtoBufNetSerializer> { | |
public List<ProtoSerializedClass> SerializedItems; | |
} | |
} |
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using System.Collections.Generic; | |
using UnityEditor; | |
using UnityEngine; | |
namespace FullInspector.Samples.Performance { | |
public class SamplePerformanceRunner { | |
private static int SerializedItemCount = 1000; | |
private static int UnityObjectFrequency = 100; | |
private static int TestRuns = 500; | |
private static void PrepareObjects(out GameObject unityObject, out GameObject protoObject, | |
out GameObject jsonObject, out GameObject binaryObject) { | |
unityObject = new GameObject("Performance Object (Unity)"); | |
protoObject = new GameObject("Performance Object (Proto)"); | |
jsonObject = new GameObject("Performance Object (Json)"); | |
binaryObject = new GameObject("Performance Object (Binary)"); | |
var unityComponent = unityObject.AddComponent<SamplePerformanceUnity>(); | |
var protoComponent = protoObject.AddComponent<SamplePerformanceProto>(); | |
var jsonComponent = jsonObject.AddComponent<SamplePerformanceJson>(); | |
var binaryComponent = binaryObject.AddComponent<SamplePerformanceBinary>(); | |
unityComponent.SerializedItems = new List<UnitySerializedClass>(); | |
protoComponent.SerializedItems = new List<ProtoSerializedClass>(); | |
jsonComponent.SerializedItems = new List<JsonSerializedClass>(); | |
binaryComponent.Proxy.SerializedItems = new List<BinarySerializedClass>(); | |
for (int i = 0; i < SerializedItemCount; ++i) { | |
var Int = i; | |
var GameObject = i % UnityObjectFrequency == 0 ? unityObject : null; | |
var String = i.ToString(); | |
unityComponent.SerializedItems.Add(new UnitySerializedClass() { | |
Int = Int, | |
GameObject = GameObject, | |
String = String | |
}); | |
protoComponent.SerializedItems.Add(new ProtoSerializedClass() { | |
Int = Int, | |
GameObject = GameObject, | |
String = String | |
}); | |
jsonComponent.SerializedItems.Add(new JsonSerializedClass() { | |
Int = Int, | |
GameObject = GameObject, | |
String = String | |
}); | |
binaryComponent.Proxy.SerializedItems.Add(new BinarySerializedClass() { | |
Int = Int, | |
GameObject = GameObject, | |
String = String | |
}); | |
} | |
protoComponent.SaveState(); | |
jsonComponent.SaveState(); | |
binaryComponent.SaveState(); | |
} | |
[MenuItem("Window/Full Inspector/Run Performance Sample")] | |
public static void RunPerformanceSample() { | |
if (Application.isPlaying == false) { | |
Debug.LogError("Please enter Play mode before running the performance sample"); | |
return; | |
} | |
GameObject unityObject, protoObject, jsonObject, binaryObject; | |
PrepareObjects(out unityObject, out protoObject, out jsonObject, out binaryObject); | |
long averageInstantiateUnity = RunBenchmark(unityObject); | |
long averageInstantiateProto = RunBenchmark(protoObject); | |
long averageInstantiateJson = RunBenchmark(jsonObject); | |
long averageInstantiateBinary = RunBenchmark(binaryObject); | |
//Object.DestroyImmediate(unityObject); | |
//Object.DestroyImmediate(protoObject); | |
//Object.DestroyImmediate(jsonObject); | |
//Object.DestroyImmediate(binaryObject); | |
Debug.Log(string.Format( | |
"SerializedItemCount: {0}\n" + | |
"UnityObjectFrequency: {1}\n" + | |
"TestRuns: {2}\n" + | |
"\n" + | |
"Average Unity Instantiate Time: {3}\n" + | |
"Average Proto Instantiate Time: {4}\n" + | |
"Average Json Instantiate Time: {5}\n" + | |
"Average Binary Instantiate Time: {6}\n", | |
SerializedItemCount, | |
UnityObjectFrequency, | |
TestRuns, | |
averageInstantiateUnity, | |
averageInstantiateProto, | |
averageInstantiateJson, | |
averageInstantiateBinary)); | |
} | |
private static long RunBenchmark(GameObject gameObject) { | |
var ticks = new List<long>(); | |
// run the tests | |
for (int i = 0; i < TestRuns; ++i) { | |
var stopwatch = new System.Diagnostics.Stopwatch(); | |
stopwatch.Start(); | |
var spawned = Object.Instantiate(gameObject); | |
stopwatch.Stop(); | |
ticks.Add(stopwatch.ElapsedTicks); | |
Object.DestroyImmediate(spawned); | |
} | |
// compute the average | |
long total = 0; | |
foreach (long tick in ticks) { | |
total += tick; | |
} | |
return total / ticks.Count; | |
} | |
} | |
} |
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using System.Collections.Generic; | |
using UnityEngine; | |
namespace FullInspector.Samples.Performance { | |
public class SamplePerformanceUnity : MonoBehaviour { | |
public List<UnitySerializedClass> SerializedItems; | |
} | |
} |
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using Newtonsoft.Json; | |
using ProtoBuf; | |
using System; | |
using UnityEngine; | |
namespace FullInspector.Samples.Performance { | |
[ProtoContract] | |
public class ProtoSerializedClass { | |
[ProtoMember(1)] | |
public int Int; | |
[ProtoMember(2)] | |
public GameObject GameObject; | |
[ProtoMember(3)] | |
public string String; | |
} | |
[Serializable] | |
public class UnitySerializedClass { | |
public int Int; | |
public GameObject GameObject; | |
public string String; | |
} | |
[JsonObject(MemberSerialization.OptIn)] | |
public class JsonSerializedClass { | |
[JsonProperty] | |
public int Int; | |
[JsonProperty] | |
public GameObject GameObject; | |
[JsonProperty] | |
public string String; | |
} | |
[Serializable] | |
public class BinarySerializedClass { | |
public int Int; | |
public GameObject GameObject; | |
public string String; | |
} | |
} |
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