Documentation

Unity Engine


User Manual

Script Reference

Unity Engine


Rendering Statistics window reference

Explore properties and settings in the Rendering Statistics window to get real-time rendering information about your application during Play mode.
Read time 3 minutesLast updated 12 days ago

To open the Rendering Statistics window, enter Play mode in the Game view, then select the Stats button in the top-right corner. Unity displays the Statistics window as an overlay in the top-right of the Game view.
The statistics Unity displays depend on your build profile.

Hardware

Statistic

Description

FPSThe frames per second. The current number of frames Unity is able to draw per second.
Global FrametimeThe average time Unity takes to render and display a frame, in milliseconds. This value includes both CPU and GPU time.
GPU FrametimeThe average time the GPU takes to render a frame, in milliseconds.
CPU Main Thread vs Render ThreadThe percentage of time taken by the main CPU thread and the render thread. The main CPU thread value includes the time Unity takes in the Editor to update the Scene view, other Editor windows, and Editor-only tasks. The render thread value includes the time Unity takes to process the frame update for the Game view, but doesn't include the time Unity takes in the Editor.

Scene

Statistic

Description

TrianglesThe number of triangles Unity processes during a frame. This value is important when you optimize for low-end hardware.
VerticesThe number of vertices Unity processes during a frame. This value is important when you optimize for low-end hardware.
Set Pass CallsThe number of times Unity switches which shader pass it uses to render GameObjects during a frame. A shader might contain several shader passes, and each pass renders GameObjects differently. Each pass requires Unity to bind a new shader, which might introduce CPU overhead.
Draw CallsThe total number of draw calls Unity processes during a frame. In parentheses, Unity displays the number of draw calls it combines into single instances. Use the foldout (triangle) to display a breakdown of the draw calls and instances.

Draw Breakdowns

Statistic

Description

SRP BatcherThe number of draw calls and instances that the Scriptable Render Pipeline (SRP) Batcher optimizes.
BRG/GRDThe number of draw calls and instances that the BatchRendererGroup API and GPU Resident Drawer optimize.
Non-SRP CompatibleThe number of draw calls that aren't compatible with the SRP Batcher, and aren't optimized by the BatchRendererGroup API, the GPU Resident Drawer, or GPU instancing.
Standard InstancedThe number of draw calls and instances that GPU Instancing optimizes.

Memory

Statistic

Description

Total Allocated MemoryThe amount of memory Unity allocates.
Estimated Graphics MemoryThe estimated amount of graphics memory Unity uses.
Total texture memoryThe amount of memory Unity allocates for textures on the CPU and GPU.
Current texture memoryThe amount of memory textures currently use on the CPU and GPU.
Streaming Texture Memory vs Non-streamingThe amount of memory used by the experimental Streaming Virtual Texturing feature and non-streaming textures.

Animation and Meshes

Statistic

Description

In-flight animatorsThe number of Animator components playing during the frame.
Visible skinned meshesThe number of Skinned Mesh Renderers in the frame.
Updated skinned meshesThe number of Skinned Mesh Renderers Unity updates during the frame.

Additional resources