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FrameTimingScript
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| using UnityEngine; | |
| public class FrameTimingScript : MonoBehaviour | |
| { | |
| public float intervalSeconds = 1f; | |
| private readonly FrameTiming[] _timings = new FrameTiming[1]; | |
| private double _cpuSumMs; | |
| private int _cpuSamples; | |
| private double _gpuSumMs; | |
| private int _gpuSamples; | |
| private float _frameTimeSumSeconds; | |
| private int _frameCount; | |
| private float _lastLogTime; | |
| void OnEnable() | |
| { | |
| _lastLogTime = Time.realtimeSinceStartup; | |
| ResetAccumulators(); | |
| } | |
| void ResetAccumulators() | |
| { | |
| _cpuSumMs = 0; | |
| _cpuSamples = 0; | |
| _gpuSumMs = 0; | |
| _gpuSamples = 0; | |
| _frameTimeSumSeconds = 0f; | |
| _frameCount = 0; | |
| } | |
| void Update() | |
| { | |
| _frameTimeSumSeconds += Time.unscaledDeltaTime; | |
| _frameCount++; | |
| FrameTimingManager.CaptureFrameTimings(); | |
| uint samples = FrameTimingManager.GetLatestTimings(1, _timings); | |
| if (samples > 0) | |
| { | |
| double cpuMs = _timings[0].cpuMainThreadFrameTime; | |
| if (cpuMs > 0.0) | |
| { | |
| _cpuSumMs += cpuMs; | |
| _cpuSamples++; | |
| } | |
| double gpuMs = _timings[0].gpuFrameTime; | |
| if (gpuMs > 0.0) | |
| { | |
| _gpuSumMs += gpuMs; | |
| _gpuSamples++; | |
| } | |
| } | |
| float now = Time.realtimeSinceStartup; | |
| float window = now - _lastLogTime; | |
| if (window >= intervalSeconds) | |
| { | |
| double avgCpuMs = (_cpuSamples > 0) ? (_cpuSumMs / _cpuSamples) : double.NaN; | |
| double avgGpuMs = (_gpuSamples > 0) ? (_gpuSumMs / _gpuSamples) : double.NaN; | |
| double avgFrameMs = (_frameCount > 0) ? ((_frameTimeSumSeconds / _frameCount) * 1000.0) : double.NaN; | |
| double fps = (window > 0f) ? (_frameCount / window) : double.NaN; | |
| string cpuText = (_cpuSamples > 0) ? $"{avgCpuMs:F2}ms" : "n/a"; | |
| string gpuText = (_gpuSamples > 0) ? $"{avgGpuMs:F2}ms" : "n/a"; | |
| Debug.Log($"CPU {cpuText} | GPU {gpuText} | Frame {avgFrameMs:F2}ms | FPS {fps:F1}"); | |
| _lastLogTime = now; | |
| ResetAccumulators(); | |
| } | |
| } | |
| } |
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