MANAGE YOUR WORLD
Testing & Optimization
Runtime Profiler
12min
with the official runtime profiler provided by zepeto, you can check various performance statistics, including memory consumption, of your world the profiler gui is not customizable using the profiler in unity editor 1\) please select the unity > window > zepeto > show runtime profiler menu 2\) click the \[▶︎(play)] button, and the profiler screen will appear in the editor both horizontal and vertical orientations are supported unity editor horizontal using the profiler in zepeto mobile test 1\) click the home button and then click the settings button on the top right 2\) in the settings menu, toggle the performance statistics to on 3\) the performance statistics gui will appear on the screen both horizontal and vertical orientations are supported mobile test horizontal 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 property description reserved total memory reserved for the app by the os allocated memory allocated to the app by the os performance monitor real time performance of the cpu and gpu property description fps information indicating the number of frames drawn per second (zepeto limits this to a maximum of 30fps ) script the amount of time spent executing logic and scripts within the current frametime render the amount of time dedicated to rendering within the current frametime system check system information property description device device model name os detailed information about the device's os, including version rendering real time monitoring of rendering metrics property description setpass number of shader passes called when rendering one frame draw calls number of drawcalls made when rendering one frame total batch total number of batches called when rendering one frame triangles number of triangles processed when rendering one frame vertices number of vertices processed when rendering one frame