# enabled

> Enables the Profiler.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine.Profiling](/engine/6000.6/script-reference/unityengine/profiling.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public static bool enabled { get; set; }
```

### Remarks

When enabled along with [Profiler.enableBinaryLog](/engine/6000.6/script-reference/unityengine/profiling/profiler/enablebinarylog.md), the Unity player saves profiling data to the file specified in the [Profiler.logFile](/engine/6000.6/script-reference/unityengine/profiling/profiler/logfile.md) file. The player automatically assigns the file extension, “.raw” to this log file. You can load this file in the Unity Editor Profile window to view the data.

If the buffer is too small to output the profiler data you will see a message in the debug log "Skipping profile frame. Receiver can not keep up with the amount of data sent". Use [Profiler.maxUsedMemory](/engine/6000.6/script-reference/unityengine/profiling/profiler/maxusedmemory.md) to raise the buffer memory.

**Note:** In the following example, on the WebGL platform, the log file is outputted to a path like the following: `/idbfs/some-hash/profiler.raw`. To find this file, use your browser's developer tools. You can also use `File.Open` with the same path that you used to load the data, and use [UnityWebRequest.Post](/engine/6000.6/script-reference/unityengine/networking/unitywebrequest/post.md) to send it to a web server.

### Examples

```csharp
using UnityEngine;
using System.Collections;
using UnityEngine.Profiling;
using System.IO;

public class ExampleClass : MonoBehaviour
{
    void Start()
    {
        StartCoroutine(RunProfiler());
    }

    IEnumerator RunProfiler()
    {
        // Specify the profiler output file
        Profiler.logFile = Path.Join(Application.persistentDataPath, "mylog.raw");
        Profiler.enableBinaryLog = true;
        // Start profiler
        Profiler.enabled = true;
        // Optional, if more memory is needed for the buffer
        Profiler.maxUsedMemory = 256 * 1024 * 1024;

        // Run profiling for 5 seconds
        yield return new WaitForSeconds(5.0f);

        // Stop profiler
        Profiler.enabled = false;
        // It is important to clear the log file so it is closed by Unity and can be opened by other applications
        Profiler.logFile = "";
    }
}
```
