Enable optional features for Embedded Linux
Enable optional features to improve your application performance.
Read time 8 minutesLast updated 12 days ago
You can enable the following optional features to improve the performance of your applications.
Loading screen
When you start the Embedded Linux player, a separate loading screen appears (typically, within 200 ms on our reference systems) containing the 2D image configured in the Player Settings window. The initial scene content is still available except that it loads behind the loading screen.
Shader cache persistence for GLES3
Embedded Linux supports binary shader caching on the device where the Unity Player is installed. Reusing a compiled shader binary from a cache file is usually faster than compiling the shader again. This results in faster setup times for each shader program during subsequent app restarts or scene reloads. The cache is created at runtime after you load a shader. As this cache is written to the temporary folder:, it can be wiped when you restart the system.
[TEMP]/[COMPANY_NAME]/[PROJECT_NAME]/UnityShaderCache/To use shader caching when your system restarts, copy the cache into the Player data by following these steps:
- Deploy the Unity Player to the target system.
- Run the application and make sure all shaders are touched.
- Copy all the files from to
[TEMP]/[COMPANY_NAME]/[PROJECT_NAME]/UnityShaderCache/.[PATH_TO_PLAYER]/Data/UnityShaderCache/
Pipeline cache persistence for Vulkan
Embedded Linux supports binary Vulkan pipeline caching on the device where the Unity Player is installed. In Vulkan, pipeline caching combines a compiled shader with the current graphics state. Reusing such shader from a cache file is significantly faster than the complex process involved in compiling it. This results in faster setup times for each shader program and graphics state combination during subsequent app restarts or scene reloads. The binary Vulkan pipeline cache is created at runtime when you use Vulkan pipelines. As this cache is written to the temporary file, you can wipe it when you restart the system.
[TEMP]/[COMPANY_NAME]/[PROJECT_NAME]/vulkan_pso_cache.binTo use pipeline caching when your system restarts, copy the cache into the Player data by following these steps:
- Deploy the Unity Player to the target system.
- Run the application and make sure all pipelines are being used.
- Copy file to
[TEMP]/[COMPANY_NAME]/[PROJECT_NAME]/vulkan_pso_cache.bin.[PATH_TO_PLAYER]/Data
Notes:
- Refresh the cache every time you update the Player.
- As the cache is device-specific, only share it between devices with the exact same hardware and software configuration.
- To specify the location of the read-write cache, use . For more information, refer to Command line arguments.
platform-hmi-gfx-cache-path - When using pipeline caching, the method calls to create graphics pipelines resolve significantly faster, thereby reducing subsequent scene loading times. To measure performance gains when using pipeline caching, compare the time it takes for the first frame to load when the scene reloads or app restarts.
- Using a cache slightly increases early engine initialization time. You can observe this increase in startup timing data when you use the command line argument. However, using the cache reduces the time to render the first frame.
-platform-hmi-log-startup-times - Use ShaderVariantCollection.WarmUp() to compile or load shaders into memory ahead-of-time for subsequent use. Call this method when CPU resources are available, such as during app startup to ensure shaders are ready when needed and to prevent lags during gameplay. However, this might increase the start-up time as Unity processes the shaders.
Startup time logging
Startup time logging is the length of time that it takes an application to start up. It's often used as a critical metric for system safety and regulatory requirements.
Startup time logging in Embedded Linux include the duration or total time (in milliseconds) since the application is launched. There are two types of Startup time logging:
- Real: This is the actual wall or clock time, similar to a stopwatch used for calculating the time.
- User: This is the time an application or one of its threads has spent on a CPU core. This can be higher than the Real time if multiple threads are busy when an application is starting up.
To add a startup timing log from C#, use:
HmiPlatform.LogStartupTiming("log tag");The results appear in the following line:
Player.log[TIMING::STARTUP] log tag: Real: xxx ms | User: yyy msIt contains the log tag, wall time (xxx), and cpu time (yyy) in milliseconds since the player's start time.
You can guard the code using .
#if UNITY_EMBEDDED_LINUX_API ... #endifExample output
[TIMING::STARTUP] Initial probing done: Real: 19 ms | User: 11 ms[TIMING::STARTUP] SDL Initialized: Real: 64 ms | User: 54 ms[TIMING::STARTUP] Scripting runtime loaded: Real: 97 ms | User: 86 ms[TIMING::STARTUP] Plugins loaded: Real: 97 ms | User: 87 ms[TIMING::STARTUP] Engine initialized (nogfx): Real: 104 ms | User: 94 ms[TIMING::STARTUP] Player Prefs loaded: Real: 104 ms | User: 94 ms[TIMING::STARTUP] Screen initialized: Real: 139 ms | User: 112 ms[TIMING::STARTUP] Engine initialized (gfx): Real: 187 ms | User: 161 ms[TIMING::STARTUP] Gfx initialized: Real: 190 ms | User: 163 ms[TIMING::STARTUP] Input initialized: Real: 190 ms | User: 163 ms[TIMING::STARTUP] SPLASH - Begin: Real: 190 ms | User: 164 ms[TIMING::STARTUP] SPLASH - Primary scene assets loaded (async): Real: 2197 ms | User: 1670 ms[TIMING::STARTUP] SPLASH - All engine initial states established: Real: 2197 ms | User: 1670 ms
Output from a custom event using the Script API
[TIMING::STARTUP] HELLO!!: Real: 2198 ms | User: 1671 msWhen you specify command line argument, the log contains the following information up to frame number , where is the number of frames after which the application quits.
platform-hmi-quit-after-frameXX[TIMING::STARTUP] Frame 1 rendered: Real: 2209 ms | User: 1687 ms[TIMING::STARTUP] Frame 2 rendered: Real: 2210 ms | User: 1692 msEVDEV input handling with Wayland
To enable the input driver while running in Wayland, start the player with the argument.
EVDEV SDL2-platform-embedded-linux-wayland-enable-evdev-inputForce to use Wayland
In a system where both X11 and Wayland windowing systems are available, you can force the Unity Player to use Wayland by setting the environment variable to .
SDL_VIDEODRIVER=waylandCommand line arguments
You can launch the Unity Embedded Linux Player from the command line and pass arguments to change how the Player executes.
Command line argument | Description |
|---|---|
| Change the |
| Log the Player's startup timing data. This argument is required to use the startup profiling tool |
| Log the Player's startup timing data for the first Note: This argument has an effect only when |
| Disable context sharing for OpenGL ES. By default, Unity uses two OpenGL ES contexts, one for startup and another for rendering. This argument forces Unity to use a single context instead. Use this argument to detect and troubleshoot graphics drivers issues. Note: This argument disables multi-display support. |
| Specify a CPU configuration for the Player. This argument expects a string containing a combination of the letters: H (high performance core), L (low performance core) and/or D (disable core). The string defines the performance mode of each CPU core. For example, |
| Enter the directory path on the system where you want to save the |
| Define the number of vertical syncs allowed to pass between each frame. Set it to |
| Configure Unity engine's signal handler setup for embedded platforms. The default value is |
| Sets a custom path for the engine to store the GLES shader cache or Vulkan pipeline cache depending on the graphics back-end and platform capabilities. The custom path has precedence over the persistent cache for GLES3 and Vulkan. Note: The path provided must exist and be writable. The player log file ( |
| Change the game controller setting. Refer to Player Settings > Configuration > Enable Game Controllers. |
| Configure the Player to use offscreen rendering driver from SDL2. This is helpful for simulations and setting up a render server. All rendering occurs offscreen but still remains GPU-accelerated. Note: When using this feature, you can limit CPU/GPU usage by adjusting |
| Enable the EVDEV SDL2 input driver while running the Player in Wayland. For more information, refer to EVDEV input handling with Wayland. |