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Unity Engine


enableAllocationCallstacks

Enables the recording of callstacks for managed allocations.
Read time 1 minuteLast updated 6 days ago

Definition

public static bool enableAllocationCallstacks { get; set; }

Remarks

When enabled, the Unity player saves callstack for each managed allocation sample which is known as GC.Alloc. You can see the callstacks in the Timeline View or in the Object Details pane of the Hierarchy View when selecting the GC.Alloc sample.
You must also set Profiler.enabled to
true
in order to start the capture.
using UnityEngine;using System.Collections;using UnityEngine.Profiling;public class ExampleClass : MonoBehaviour{ void Start() { Profiler.logFile = "mylog"; //Also supports passing "myLog.raw" Profiler.enableBinaryLog = true; Profiler.enableAllocationCallstacks = true; Profiler.enabled = true; // Optional, if more memory is needed for the buffer Profiler.maxUsedMemory = 256 * 1024 * 1024; }}
Note: Callstacks capture adds noticable performance overhead to the profiling for every managed allocation.