一、 Profiler:
1. CPU Usage
A. WaitForTargetFPS:
Vsync(垂直同步)功能所,即显示当前帧的CPU等待时间
B. Overhead:
Profiler总体时间-所有单项的记录时间总和。用于记录尚不明确的时间消耗,以帮助进一步完善Profiler的统计。
C. Physics.Simulate:
当前帧物理模拟的CPU占用时间。
D. Camera.Render:
相机渲染准备工作的CPU占用量
E. RenderTexture.SetActive:
设置RenderTexture操作.
底层实现:1.比对当前帧与前一帧的ColorSurface和DepthSurface.
2.如果这两个Buffer一致则不生成新的RT,否则则生成新的RT,并设置与之相对应的Viewport和空间转换矩阵.
F. Monobehaviour.OnMouse_ :
用于检测鼠标的输入消息接收和反馈,主要包括:SendMouseEvents和DoSendMouseEvents。(只要Edtor开起来,这个就会存在)
G. HandleUtility.SetViewInfo:
仅用于Editor中,作用是将GUI和Editor中的显示看起来与发布版本的显示一致。
H. GUI.Repaint:
GUI的重绘(说明在有使用原生的OnGUI)
I. Event.Internal_MakeMasterEventCurrent:
负责GUI的消息传送
J. Cleanup Unused Cached Data:
清空无用的缓存数据,主要包括RenderBuffer的垃圾回收和TextRendering的垃圾回收。
1.RenderTexture.GarbageCollectTemporary:存在于RenderBuffer的垃圾回收中,清除临时的FreeTexture.
2.TextRendering.Cleanup:TextMesh的垃圾回收操作
K. Application.Integrate Assets in Background:
遍历预加载的线程队列并完成加载,同时,完成纹理的加载、Substance的Update等.
L. Application.LoadLevelAsync Integrate:
加载场景的CPU占用,通常如果此项时间长的话70%的可能是Texture过长导致.
M. UnloadScene:
卸载场景中的GameObjects、Component和GameManager,一般用在切换场景时.
N. CollectGameObjectObjects:
执行上面M项的同时,会将场景中的GameObject和Component聚集到一个Array中.然后执行下面的Destroy.
O. Destroy:
删除GameObject和Component的CPU占用.
P. AssetBundle.LoadAsync Integrate:
多线程加载AwakeQueue中的内容,即多线程执行资源的AwakeFromLoad函数.
Q. Loading.AwakeFromLoad:
在资源被加载后调用,对每种资源进行与其对应用处理.
2. CPU Usage
A. Device.Present:
device.PresentFrame的耗时显示,该选项出现在发布版本中.
B. Graphics.PresentAndSync:
GPU上的显示和垂直同步耗时.该选项出现在发布版本中.
C. Mesh.DrawVBO:
GPU中关于Mesh的Vertex Buffer Object的渲染耗时.
D. Shader.Parse:
资源加入后引擎对Shader的解析过程.
E. Shader.CreateGPUProgram:
根据当前设备支持的图形库来建立GPU工程.
3. Memory Profiler
A. Used Total:
当前帧的Unity内存、Mono内存、GfxDriver内存、Profiler内存的总和.
B. Reserved Total:
系统在当前帧的申请内存.
C. Total System Memory Usage:
当前帧的虚拟内存使用量.(通常是我们当前使用内存的1.5~3倍)
D. GameObjects in Scene:
当前帧场景中的GameObject数量.
E. Total Objects in Scene:
当前帧场景中的Object数量(除GameObject外,还有Component等).
F. Total Object Count:
Object数据 + Asset数量.
4. Detail Memory Profiler
A. Assets:
Texture2d:记录当前帧内存中所使用的纹理资源情况,包括各种GameObject的纹理、天空盒纹理以及场景中所用的Lightmap资源.
B. Scene Memory:
记录当前场景中各个方面的内存占用情况,包括GameObject、所用资源、各种组件以及GameManager等(天般情况通过AssetBundle加载的不会显示在这里).
A. Other:
ManagedHeap.UseSize:代码在运行时造成的堆内存分配,表示上次GC到目前为止所分配的堆内存量.
SerializedFile(3):
WebStream:这个是由WWW来进行加载的内存占用.
System.ExecutableAndDlls:不同平台和不同硬件得到的值会不一样。******************
5. 优化重点
A. CPU-GC Allow:
关注原则:1.检测任何一次性内存分配大于2KB的选项 2.检测每帧都具有20B以上内存分配的选项.
B. Time ms:
记录游戏运行时每帧CPU占用(特别注意占用5ms以上的).
C. Memory Profiler-Other:
1.ManagedHeap.UsedSize: 移动游戏建议不要超过20MB.
2.SerializedFile: 通过异步加载(LoadFromCache、WWW等)的时候留下的序列化文件,可监视是否被卸载.
3.WebStream: 通过异步WWW下载的资源文件在内存中的解压版本,比SerializedFile大几倍或几十倍,重点监视.****
D. Memory Profiler-Assets:
1.Texture2D: 重点检查是否有重复资源和超大Memory是否需要压缩等.
2.AnimationClip: 重点检查是否有重复资源.
3.Mesh: 重点检查是否有重复资源.
6. 项目中可能遇到的问题
A. Device.Present:
1.GPU的presentdevice确实非常耗时,一般出现在使用了非常复杂的shader.
2.GPU运行的非常快,而由于Vsync的原因,使得它需要等待较长的时间.
3.同样是Vsync的原因,但其他线程非常耗时,所以导致该等待时间很长,比如:过量AssetBundle加载时容易出现该问题.
4.Shader.CreateGPUProgram:Shader在runtime阶段(非预加载)会出现卡顿(华为K3V2芯片).
B. StackTraceUtility.PostprocessStacktrace()和StackTraceUtility.ExtractStackTrace():
1.一般是由Debug.Log或类似API造成.
2.游戏发布后需将Debug API进行屏蔽.
C. Overhead:
1.一般情况为Vsync所致.
2.通常出现在Android设备上.
D. GC.Collect:
原因: 1.代码分配内存过量(恶性的) 2.一定时间间隔由系统调用(良性的).
占用时间:1.与现有Garbage size相关 2.与剩余内存使用颗粒相关(比如场景物件过多,利用率低的情况下,GC释放后需要做内存重排)
E. GarbageCollectAssetsProfile:
1.引擎在执行UnloadUnusedAssets操作(该操作是比较耗时的,建议在切场景的时候进行).
2.尽可能地避免使用Unity内建GUI,避免GUI.Repaint过渡GC Allow.
3.if(other.tag == GearParent.MogoPlayerTag)改为other.CompareTag(GearParent.MogoPlayerTag).因为other.tag为产生180B的GC Allow.
F. 少用foreach,因为每次foreach为产生一个enumerator(约16B的内存分配),尽量改为for.
G. Lambda表达式,使用不当会产生内存泄漏.
H. 尽量少用LINQ:
1.部分功能无法在某些平台使用.
2.会分配大量GC Allow.
I. 控制StartCoroutine的次数:
1.开启一个Coroutine(协程),至少分配37B的内存.
2.Coroutine类的实例 -- 21B.
3.Enumerator -- 16B.
J. 使用StringBuilder替代字符串直接连接.
K. 缓存组件:
1.每次GetComponent均会分配一定的GC Allow.
2.每次Object.name都会分配39B的堆内存.
二、unity的Log机制
unity4以及之前的版本,使用下面的方式注册回调
Application.RegisterLogCallback(_OnLogCallbackHandler);
unity5以后使用logMessageReceived
Application.logMessageReceived += _OnLogCallbackHandler;
但它接受来自unity自身主线程的log
要想同时可以接受到别的线程的Log,则使用logMessageReceivedThreaded
Application.logMessageReceivedThreaded += LogMultiThreadCallback;
不过在测试logMessageReceivedThreaded时,发现收集到的其他线程的堆栈不太准确。
Log回调不但能接受log信息,还能接收到异常和错误信息,我们就可以利用它来进行崩溃收集
我们过滤log 类型为Error、Assert、Exception的log,即为我们想要的崩溃信息
三、C#的异常机制
UnhandledException事件提供未捕获的异常的通知。
System.AppDomain.CurrentDomain.UnhandledException += _OnUnresolvedExceptionHandler;
四、FPS简便算法
void UpDateFPS()
{
deltaTime += (Time.deltaTime - deltaTime) * 0.1f;//完成最后一帧的时间秒-上一帧时间时间==这一帧时间秒 /1000=毫秒
PFpsStr = (1.0f / deltaTime).ToString("f2"); //每帧ms的倒数=频率
}
}
//FPS官方写法
private void Update()
{
// measure average frames per second
m_FpsAccumulator++;
if (Time.realtimeSinceStartup > m_FpsNextPeriod)
{
m_CurrentFps = (int) (m_FpsAccumulator/fpsMeasurePeriod);
m_FpsAccumulator = 0;
m_FpsNextPeriod += fpsMeasurePeriod;
m_Text.text = string.Format(display, m_CurrentFps);
}
}
五、Debug:
using UnityEngine;
using System.Collections.Generic;
using System;
using UnityEngine.Profiling;
public class RuntimeProfiler : MonoBehaviour
{
static RuntimeProfiler _instance;
public static RuntimeProfiler instance
{
get
{
if (_instance == null)
{
GameObject go = new GameObject("RuntimeProfilerobj");
DontDestroyOnLoad(go);
_instance = go.AddComponent
}
return _instance;
}
}
public bool AllowDebugging = true;
public bool isRunProfiler = false;
private DebugType _debugType = DebugType.Console;
private List
private int _currentLogIndex = -1;
private int _infoLogCount = 0;
private int _warningLogCount = 0;
private int _errorLogCount = 0;
private int _fatalLogCount = 0;
private bool _showInfoLog = true;
private bool _showWarningLog = true;
private bool _showErrorLog = true;
private bool _showFatalLog = true;
private Vector2 _scrollLogView = Vector2.zero;
private Vector2 _scrollCurrentLogView = Vector2.zero;
private Vector2 _scrollSystemView = Vector2.zero;
private bool _expansion = false;
private Rect _windowRect = new Rect(150, 100, 130, 90);
private int _fps = 0;
private Color _fpsColor = Color.white;
private int _frameNumber = 0;
private float _lastShowFPSTime = 0f;
void Awake()
{
_instance = this;
}
void Start()
{
if (AllowDebugging)
{
Application.logMessageReceived += LogHandler;
}
}
private void Update()
{
if (AllowDebugging)
{
_frameNumber += 1;
float time = Time.realtimeSinceStartup - _lastShowFPSTime;
if (time >= 1)
{
_fps = (int)(_frameNumber / time);
_frameNumber = 0;
_lastShowFPSTime = Time.realtimeSinceStartup;
}
}
}
///
///自动销毁
///
public void Reset()
{
//TODO
Destroy(gameObject);
}
private void OnDestory()
{
if (AllowDebugging)
{
Application.logMessageReceived -= LogHandler;
}
_instance = null;
}
private void LogHandler(string condition, string stackTrace, LogType type)
{
LogData log = new LogData();
log.time = DateTime.Now.ToString("HH:mm:ss");
log.message = condition;
log.stackTrace = stackTrace;
if (type == LogType.Assert)
{
log.type = "Fatal";
_fatalLogCount += 1;
}
else if (type == LogType.Exception || type == LogType.Error)
{
log.type = "Error";
_errorLogCount += 1;
}
else if (type == LogType.Warning)
{
log.type = "Warning";
_warningLogCount += 1;
}
else if (type == LogType.Log)
{
log.type = "Info";
_infoLogCount += 1;
}
_logInformations.Add(log);
if (_warningLogCount > 0)
{
_fpsColor = Color.yellow;
}
if (_errorLogCount > 0)
{
_fpsColor = Color.red;
}
}
private void OnGUI()
{
if (AllowDebugging && isRunProfiler)
{
if (_expansion)
{
_windowRect = GUI.Window(0, _windowRect, ExpansionGUIWindow, "RuntimeProfiler");
}
else
{
_windowRect = GUI.Window(0, _windowRect, ShrinkGUIWindow, "DEBUGGER");
}
}
}
private void ExpansionGUIWindow(int windowId)
{
GUI.DragWindow(new Rect(0, 0, 2000, 40));
#region title
GUILayout.BeginHorizontal();
GUI.contentColor = _fpsColor;
if (GUILayout.Button("FPS:" + _fps, GUILayout.Height(50)))
{
_expansion = false;
_windowRect.width = 130;
_windowRect.height = 90;
// Debug.Log("GUILayout.Button FPS" + _expansion);
}
GUI.contentColor = (_debugType == DebugType.Console ? Color.white : Color.gray);
if (GUILayout.Button("Console", GUILayout.Height(50)))
{
_debugType = DebugType.Console;
}
GUI.contentColor = (_debugType == DebugType.Memory ? Color.white : Color.gray);
if (GUILayout.Button("Memory", GUILayout.Height(50)))
{
_debugType = DebugType.Memory;
}
GUI.contentColor = (_debugType == DebugType.System ? Color.white : Color.gray);
if (GUILayout.Button("System", GUILayout.Height(50)))
{
_debugType = DebugType.System;
}
GUI.contentColor = (_debugType == DebugType.Screen ? Color.white : Color.gray);
if (GUILayout.Button("Screen", GUILayout.Height(50)))
{
_debugType = DebugType.Screen;
}
GUI.contentColor = (_debugType == DebugType.Quality ? Color.white : Color.gray);
if (GUILayout.Button("Quality", GUILayout.Height(50)))
{
_debugType = DebugType.Quality;
}
GUI.contentColor = (_debugType == DebugType.Environment ? Color.white : Color.gray);
if (GUILayout.Button("Environment", GUILayout.Height(50)))
{
_debugType = DebugType.Environment;
}
GUI.contentColor = Color.white;
GUILayout.EndHorizontal();
#endregion
#region console
if (_debugType == DebugType.Console)
{
GUILayout.BeginHorizontal();
if (GUILayout.Button("Clear"))
{
_logInformations.Clear();
_fatalLogCount = 0;
_warningLogCount = 0;
_errorLogCount = 0;
_infoLogCount = 0;
_currentLogIndex = -1;
_fpsColor = Color.white;
}
GUI.contentColor = (_showInfoLog ? Color.white : Color.gray);
_showInfoLog = GUILayout.Toggle(_showInfoLog, "Info [" + _infoLogCount + "]");
GUI.contentColor = (_showWarningLog ? Color.white : Color.gray);
_showWarningLog = GUILayout.Toggle(_showWarningLog, "Warning [" + _warningLogCount + "]");
GUI.contentColor = (_showErrorLog ? Color.white : Color.gray);
_showErrorLog = GUILayout.Toggle(_showErrorLog, "Error [" + _errorLogCount + "]");
GUI.contentColor = (_showFatalLog ? Color.white : Color.gray);
_showFatalLog = GUILayout.Toggle(_showFatalLog, "Fatal [" + _fatalLogCount + "]");
GUI.contentColor = Color.white;
GUILayout.EndHorizontal();
_scrollLogView = GUILayout.BeginScrollView(_scrollLogView, "Box", GUILayout.Height(480));
for (int i = 0; i < _logInformations.Count; i++)
{
bool show = false;
Color color = Color.white;
switch (_logInformations[i].type)
{
case "Fatal":
show = _showFatalLog;
color = Color.red;
break;
case "Error":
show = _showErrorLog;
color = Color.red;
break;
case "Info":
show = _showInfoLog;
color = Color.white;
break;
case "Warning":
show = _showWarningLog;
color = Color.yellow;
break;
default:
break;
}
if (show)
{
GUILayout.BeginHorizontal();
if (GUILayout.Toggle(_currentLogIndex == i, ""))
{
_currentLogIndex = i;
}
GUI.contentColor = color;
GUILayout.Label("[" + _logInformations[i].type + "] ");
GUILayout.Label("[" + _logInformations[i].time + "] ");
GUILayout.Label(_logInformations[i].message);
GUILayout.FlexibleSpace();
GUI.contentColor = Color.white;
GUILayout.EndHorizontal();
}
}
GUILayout.EndScrollView();
_scrollCurrentLogView = GUILayout.BeginScrollView(_scrollCurrentLogView, "Box", GUILayout.Height(320));
if (_currentLogIndex != -1)
{
GUILayout.Label(_logInformations[_currentLogIndex].message + "\r\n\r\n" + _logInformations[_currentLogIndex].stackTrace);
}
GUILayout.EndScrollView();
}
#endregion
#region memory
else if (_debugType == DebugType.Memory)
{
GUILayout.BeginHorizontal();
GUILayout.Label("Memory Information");
GUILayout.EndHorizontal();
GUILayout.BeginVertical("Box");
#if UNITY_5
GUILayout.Label("总内存:" + Profiler.GetTotalReservedMemoryLong() / 1000000 + "MB");
GUILayout.Label("已占用内存:" + Profiler.GetTotalAllocatedMemoryLong() / 1000000 + "MB");
GUILayout.Label("空闲中内存:" + Profiler.GetTotalUnusedReservedMemoryLong() / 1000000 + "MB");
GUILayout.Label("总Mono堆内存:" + Profiler.GetMonoHeapSizeLong() / 1000000 + "MB");
GUILayout.Label("已占用Mono堆内存:" + Profiler.GetMonoUsedSizeLong() / 1000000 + "MB");
#endif
GUILayout.EndVertical();
GUILayout.BeginHorizontal();
if (GUILayout.Button("卸载未使用的资源"))
{
Resources.UnloadUnusedAssets();
}
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
if (GUILayout.Button("使用GC垃圾回收"))
{
GC.Collect();
}
GUILayout.EndHorizontal();
}
#endregion
#region system
else if (_debugType == DebugType.System)
{
GUILayout.BeginHorizontal();
GUILayout.Label("System Information");
GUILayout.EndHorizontal();
_scrollSystemView = GUILayout.BeginScrollView(_scrollSystemView, "Box");
GUILayout.Label("操作系统:" + SystemInfo.operatingSystem);
GUILayout.Label("系统内存:" + SystemInfo.systemMemorySize + "MB");
GUILayout.Label("处理器:" + SystemInfo.processorType);
GUILayout.Label("处理器数量:" + SystemInfo.processorCount);
GUILayout.Label("显卡:" + SystemInfo.graphicsDeviceName);
GUILayout.Label("显卡类型:" + SystemInfo.graphicsDeviceType);
GUILayout.Label("显存:" + SystemInfo.graphicsMemorySize + "MB");
GUILayout.Label("显卡标识:" + SystemInfo.graphicsDeviceID);
GUILayout.Label("显卡供应商:" + SystemInfo.graphicsDeviceVendor);
GUILayout.Label("显卡供应商标识码:" + SystemInfo.graphicsDeviceVendorID);
GUILayout.Label("设备模式:" + SystemInfo.deviceModel);
GUILayout.Label("设备名称:" + SystemInfo.deviceName);
GUILayout.Label("设备类型:" + SystemInfo.deviceType);
GUILayout.Label("设备标识:" + SystemInfo.deviceUniqueIdentifier);
GUILayout.EndScrollView();
}
#endregion
#region screen
else if (_debugType == DebugType.Screen)
{
GUILayout.BeginHorizontal();
GUILayout.Label("Screen Information");
GUILayout.EndHorizontal();
GUILayout.BeginVertical("Box");
GUILayout.Label("DPI:" + Screen.dpi);
GUILayout.Label("分辨率:" + Screen.currentResolution.ToString());
GUILayout.EndVertical();
GUILayout.BeginHorizontal();
if (GUILayout.Button("全屏"))
{
Screen.SetResolution(Screen.currentResolution.width, Screen.currentResolution.height, !Screen.fullScreen);
}
GUILayout.EndHorizontal();
}
#endregion
#region Quality
else if (_debugType == DebugType.Quality)
{
GUILayout.BeginHorizontal();
GUILayout.Label("Quality Information");
GUILayout.EndHorizontal();
GUILayout.BeginVertical("Box");
string value = "";
if (QualitySettings.GetQualityLevel() == 0)
{
value = " [最低]";
}
else if (QualitySettings.GetQualityLevel() == QualitySettings.names.Length - 1)
{
value = " [最高]";
}
GUILayout.Label("图形质量:" + QualitySettings.names[QualitySettings.GetQualityLevel()] + value);
GUILayout.EndVertical();
GUILayout.BeginHorizontal();
if (GUILayout.Button("降低一级图形质量"))
{
QualitySettings.DecreaseLevel();
}
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
if (GUILayout.Button("提升一级图形质量"))
{
QualitySettings.IncreaseLevel();
}
GUILayout.EndHorizontal();
}
#endregion
#region Environment
else if (_debugType == DebugType.Environment)
{
GUILayout.BeginHorizontal();
GUILayout.Label("Environment Information");
GUILayout.EndHorizontal();
GUILayout.BeginVertical("Box");
GUILayout.Label("项目名称:" + Application.productName);
#if UNITY_5
GUILayout.Label("项目ID:" + Application.identifier);
#endif
#if UNITY_7
GUILayout.Label("项目ID:" + Application.identifier);
#endif
GUILayout.Label("项目版本:" + Application.version);
GUILayout.Label("Unity版本:" + Application.unityVersion);
GUILayout.Label("companyName:" + Application.companyName);
GUILayout.EndVertical();
GUILayout.BeginHorizontal();
if (GUILayout.Button("退出程序"))
{
Application.Quit();
}
GUILayout.EndHorizontal();
}
#endregion
}
private void ShrinkGUIWindow(int windowId)
{
GUI.DragWindow(new Rect(0, 0, 2000, 40));
GUI.contentColor = _fpsColor;
if (GUILayout.Button("FPS:" + _fps, GUILayout.Width(100), GUILayout.Height(50)))
{
_expansion = true;
_windowRect.width = 1700;
_windowRect.height = 800;
// Debug.Log("GUILayout.Button FPS2" + _expansion);
}
GUI.contentColor = Color.white;
}
}
public struct LogData
{
public string time;
public string type;
public string message;
public string stackTrace;
}
public enum DebugType
{
Console,
Memory,
System,
Screen,
Quality,
Environment
}