EmitFrameMetaData
Write metadata associated with the current frame to the Profiler stream.
Read time 4 minutesLast updated 7 days ago
Definition
- Type: Method
- Namespace: UnityEngine.Profiling
- Assembly: UnityEngine.CoreModule
EmitFrameMetaData(Guid, int, Array)
Write metadata associated with the current frame to the Profiler stream.
[Conditional("ENABLE_PROFILER")]public static void EmitFrameMetaData(Guid id, int tag, Array data)
Parameters
Remarks
Use EmitFrameMetaData to write arbitrary binary data to the profiler stream. Data must contain only blittable types.
using System;using System.Diagnostics;using Unity.Collections;using UnityEngine;using UnityEngine.Profiling;public class Example{ public struct TextureInfo { public int format; public int w; public int h; } public static readonly Guid MyProjectId = new Guid("7E1DEA84-51F1-477A-82B5-B5C57AC1EBF7"); public static readonly int TextureInfoTag = 0; public static readonly int TextureDataTag = 1; [Conditional("ENABLE_PROFILER")] public void EmitTextureToProfilerStream(Texture2D t) { if (!Profiler.enabled) return; TextureInfo textureInfo = new TextureInfo() { format = (int)t.format, w = t.width, h = t.height }; NativeArray<byte> textureData = t.GetRawTextureData<byte>(); Profiler.EmitFrameMetaData(MyProjectId, TextureInfoTag, new[] { textureInfo }); Profiler.EmitFrameMetaData(MyProjectId, TextureDataTag, textureData); }}
Check whether Profiler.enabled is and, if you use a ProfilerCategory, whether Profiler.IsCategoryEnabled returns , before you generate and send metadata. This avoids unnecessary overhead when the Profiler is disabled.
truetrueif (Profiler.enabled && Profiler.IsCategoryEnabled(myCategory)){ Profiler.EmitFrameMetaData(...);}
Note:
Writing large chunks of data might increase the Profiler's overhead and memory usage. Always check if Profiler is Profiler.enabled before generating data. When possible, write data in small chunks to reduce memory usage.
Additional Resources: FrameDataView.GetFrameMetaData.
EmitFrameMetaData<T>(Guid, int, List<T>)
Write metadata associated with the current frame to the Profiler stream.
[Conditional("ENABLE_PROFILER")]public static void EmitFrameMetaData<T>(Guid id, int tag, List<T> data) where T : struct
Parameters
Remarks
Use EmitFrameMetaData to write arbitrary binary data to the profiler stream. Data must contain only blittable types.
using System;using System.Diagnostics;using Unity.Collections;using UnityEngine;using UnityEngine.Profiling;public class Example{ public struct TextureInfo { public int format; public int w; public int h; } public static readonly Guid MyProjectId = new Guid("7E1DEA84-51F1-477A-82B5-B5C57AC1EBF7"); public static readonly int TextureInfoTag = 0; public static readonly int TextureDataTag = 1; [Conditional("ENABLE_PROFILER")] public void EmitTextureToProfilerStream(Texture2D t) { if (!Profiler.enabled) return; TextureInfo textureInfo = new TextureInfo() { format = (int)t.format, w = t.width, h = t.height }; NativeArray<byte> textureData = t.GetRawTextureData<byte>(); Profiler.EmitFrameMetaData(MyProjectId, TextureInfoTag, new[] { textureInfo }); Profiler.EmitFrameMetaData(MyProjectId, TextureDataTag, textureData); }}
Check whether Profiler.enabled is and, if you use a ProfilerCategory, whether Profiler.IsCategoryEnabled returns , before you generate and send metadata. This avoids unnecessary overhead when the Profiler is disabled.
truetrueif (Profiler.enabled && Profiler.IsCategoryEnabled(myCategory)){ Profiler.EmitFrameMetaData(...);}
Note:
Writing large chunks of data might increase the Profiler's overhead and memory usage. Always check if Profiler is Profiler.enabled before generating data. When possible, write data in small chunks to reduce memory usage.
Additional Resources: FrameDataView.GetFrameMetaData.
EmitFrameMetaData<T>(Guid, int, NativeArray<T>)
Write metadata associated with the current frame to the Profiler stream.
[Conditional("ENABLE_PROFILER")]public static void EmitFrameMetaData<T>(Guid id, int tag, NativeArray<T> data) where T : struct
Parameters
Module identifier. Used to distinguish metadata streams between different plugins, packages or modules.
Data stream index.
Binary data.
Remarks
Use EmitFrameMetaData to write arbitrary binary data to the profiler stream. Data must contain only blittable types.
using System;using System.Diagnostics;using Unity.Collections;using UnityEngine;using UnityEngine.Profiling;public class Example{ public struct TextureInfo { public int format; public int w; public int h; } public static readonly Guid MyProjectId = new Guid("7E1DEA84-51F1-477A-82B5-B5C57AC1EBF7"); public static readonly int TextureInfoTag = 0; public static readonly int TextureDataTag = 1; [Conditional("ENABLE_PROFILER")] public void EmitTextureToProfilerStream(Texture2D t) { if (!Profiler.enabled) return; TextureInfo textureInfo = new TextureInfo() { format = (int)t.format, w = t.width, h = t.height }; NativeArray<byte> textureData = t.GetRawTextureData<byte>(); Profiler.EmitFrameMetaData(MyProjectId, TextureInfoTag, new[] { textureInfo }); Profiler.EmitFrameMetaData(MyProjectId, TextureDataTag, textureData); }}
Check whether Profiler.enabled is and, if you use a ProfilerCategory, whether Profiler.IsCategoryEnabled returns , before you generate and send metadata. This avoids unnecessary overhead when the Profiler is disabled.
truetrueif (Profiler.enabled && Profiler.IsCategoryEnabled(myCategory)){ Profiler.EmitFrameMetaData(...);}
Note:
Writing large chunks of data might increase the Profiler's overhead and memory usage. Always check if Profiler is Profiler.enabled before generating data. When possible, write data in small chunks to reduce memory usage.
Additional Resources: FrameDataView.GetFrameMetaData.