- Unity Game Optimization
- Dr. Davide Aversa Chris Dickinson
- 255字
- 2021-06-24 12:12:56
Deep Profile
Ordinary profiling will only record the time and memory allocations made by common Unity callback methods, such as Awake(), Start(), Update(), and FixedUpdate(). Enabling the Deep Profile option recompiles our scripts with a much deeper level of instrumentation, allowing it to measure each and every invoked method. This causes a significantly greater instrumentation cost during runtime than normal, and uses substantially more memory since data is being collected for the entire callstack at runtime. As a consequence, deep profiling may not even be possible in large projects, as Unity may run out of memory before testing even begins, or the application may run so slowly as to make the test pointless.
Since this option blindly measures the entire callstack, it would be unwise to keep it enabled during most of our profiling tests. This option is best reserved for when default profiling does not provide sufficient detail to figure out the root cause, or if we're testing the performance of a small test scene, which we're using to isolate certain activities.
If deep profiling is required for larger projects and scenes, but the Deep Profile option is too much of a hindrance during runtime, then there are alternative approaches that can be used to perform more detailed profiling; see the upcoming section entitled Targeted profiling of code segments.
- 程序員修煉之道:程序設計入門30講
- Spring 5.0 By Example
- Java從入門到精通(第5版)
- Quarkus實踐指南:構建新一代的Kubernetes原生Java微服務
- Python算法從菜鳥到達人
- Windows內核編程
- Learning Unreal Engine Android Game Development
- 移動互聯網軟件開發實驗指導
- HoloLens與混合現實開發
- 響應式Web設計:HTML5和CSS3實戰(第2版)
- JavaScript程序設計(第2版)
- Clojure High Performance Programming(Second Edition)
- 程序員的算法趣題2
- 流程讓管理更高效:流程管理全套方案制作、設計與優化
- R Data Visualization Cookbook