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Runtime Profiler

With the official Runtime Profiler provided by ZEPETO, you can check various performance statistics, including memory consumption, of your world.

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Caution

  • The Profiler GUI is not customizable.

Using the Profiler in Unity Editor

  1. Please select the Unity > Window > ZEPETO > Show runtime profiler menu.

  1. Click the [▶︎(play)] button, and the profiler screen will appear in the editor.
  • Both Horizontal and Vertical orientations are supported.
Unity Editor - Horizontal

Unity Editor - Horizontal

Unity Editor - Vertical

Unity Editor - Vertical


Using the Profiler in ZEPETO Mobile Test

  1. Click the home button and then click the settings button on the top right.

  1. In the settings menu, toggle the performance statistics to On.

  1. The performance statistics GUI will appear on the screen.
  • Both Horizontal and Vertical orientations are supported.
Mobile Test - Horizontal

Mobile Test - Horizontal

Mobile Test - Vertical

Mobile Test - Vertical


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TIP

  • Regardless of who created it, if a world is developed in Unity, you can use the performance statistics feature in any released world.
  • In worlds that have been released, Rendering information is not disclose.

Information Available in the Runtime Profiler

Memory

  • Monitor real-time memory allocation and usage.
PropertyDescription
ReservedTotal memory reserved for the app by the OS.
AllocatedMemory allocated to the app by the OS.

Performance

  • Monitor real-time performance of the CPU and GPU.
PropertyDescription
FPSInformation indicating the number of frames drawn per second.

(ZEPETO limits this to a maximum of 30FPS.)
ScriptThe amount of time spent executing logic and scripts within the current FrameTime.
RenderThe amount of time dedicated to rendering within the current FrameTime.

System

  • Check system information.
PropertyDescription
DeviceDevice model name.
OSDetailed information about the device's OS, including version.

Rendering

  • Real-time monitoring of rendering metrics.
PropertyDescription
SetPassNumber of shader passes called when rendering one frame.
Draw CallsNumber of DrawCalls made when rendering one frame.
Total BatchTotal number of batches called when rendering one frame.
TrianglesNumber of triangles processed when rendering one frame.
VerticesNumber of vertices processed when rendering one frame.