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Profiling Tool for Unity that Finds Peaks in Frame Time Usage (Lags)
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using System.Collections.Generic; | |
using System.Linq; | |
using UnityEngine; | |
public class FrameTimeBudget : MonoBehaviour | |
{ | |
// Serialized Fields | |
[SerializeField] | |
[Tooltip("The target frame rate. This is used to calculate the available frame time.\n\n" + | |
"30 fps = 33.333 ms per frame\n60 fps = 16.666 ms per frame\n90 fps = 11.111 ms per frame")] | |
private float _fpsGoal = 30f; | |
[SerializeField] | |
[Tooltip("The interval in seconds at which to log frame time data. Set to 0 to disable.")] | |
private float _logIntervalSeconds = 5f; | |
[SerializeField] | |
[Tooltip("Activate this to issue a warning each time a frame exceeds the maximum.")] | |
private bool _warnIfFrameTimeExceeded = true; | |
// Private Fields | |
private float[] _frameTimes; | |
private bool _listLocked = false; | |
private int _index; | |
// Properties | |
public int FrameTimeDataSize => (int)(100f * _logIntervalSeconds); | |
private float MaxFrameTimeMilliseconds => 1000 / _fpsGoal; | |
public float AverageFrameTime | |
{ | |
get | |
{ | |
if (_frameTimes.Length == 0) return 0; | |
// Lock the list to prevent it from being modified while we're reading it | |
_listLocked = true; | |
// Count all values that have been filled and are not -1 | |
int count = 0; | |
float averageFrameTime = 0; | |
for (int i = 0; i < _frameTimes.Length; i++) | |
{ | |
if (_frameTimes[i] == -1) break; | |
averageFrameTime += _frameTimes[i]; | |
count++; | |
} | |
_listLocked = false; | |
return averageFrameTime / count; | |
} | |
} | |
public float MaximumFrameTime => _frameTimes.Max(); | |
public float MinimumFrameTime => _frameTimes.Where(time => time >= 0).Min(); | |
#if UNITY_EDITOR || DEVELOPMENT_BUILD | |
private void Start() | |
{ | |
// Initialize the array and fill it with -1 | |
_frameTimes = new float[FrameTimeDataSize]; | |
ClearFrameTimeData(); | |
// Start logging frame time data | |
if (_logIntervalSeconds > 0) | |
{ | |
InvokeRepeating(nameof(LogFrameTimeData), _logIntervalSeconds, _logIntervalSeconds); | |
} | |
} | |
private void Update() | |
{ | |
if (_logIntervalSeconds == 0 && !_warnIfFrameTimeExceeded) return; | |
float currentFrameTime = Time.deltaTime; | |
if (_warnIfFrameTimeExceeded) | |
{ | |
if (currentFrameTime > MaxFrameTimeMilliseconds / 1000) | |
{ | |
Debug.LogFormat(LogType.Warning, LogOption.NoStacktrace, null, | |
$"Frame time exceeded the maximum of {MaxFrameTimeMilliseconds,0:N3}. Frame ms: {currentFrameTime * 1000,0:N3} ms"); | |
} | |
} | |
if (_listLocked) return; | |
// Add new value, overwriting the oldest value | |
_frameTimes[_index] = currentFrameTime; | |
// Increment the index (wrapping back to 0) | |
_index = (_index + 1) % FrameTimeDataSize; | |
} | |
private void LogFrameTimeData() | |
{ | |
// Log average, max, and min frame times | |
Debug.LogFormat(LogType.Log, LogOption.NoStacktrace, null, | |
$"Frame time data (should not exceed {MaxFrameTimeMilliseconds,0:N2} ms). Average: {AverageFrameTime * 1000,0:N2} ms, " + | |
$"Peak: {MaximumFrameTime * 1000,0:N2} ms, " + | |
$"Minimum: {MinimumFrameTime * 1000,0:N2} ms"); | |
ClearFrameTimeData(); | |
} | |
private void ClearFrameTimeData() | |
{ | |
if (_listLocked) return; | |
_listLocked = true; | |
for (int i = 0; i < _frameTimes.Length; i++) | |
{ | |
_frameTimes[i] = -1; | |
} | |
_index = 0; | |
_listLocked = false; | |
} | |
#endif | |
} |
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