Search Unity

  1. Unity 6 Preview is now available. To find out what's new, have a look at our Unity 6 Preview blog post.
    Dismiss Notice
  2. Unity is excited to announce that we will be collaborating with TheXPlace for a summer game jam from June 13 - June 19. Learn more.
    Dismiss Notice

Discussion Analytics flush is too expensive for standalone VR

Discussion in 'Unity Analytics' started by levi9000, Dec 25, 2023.

  1. levi9000


    Jan 25, 2014
    While profiling my VR game on the Quest platform, I caught a few spikes related to the analytics service that can cause frame skips. From my profiling, it looks like the flush command runs on the main thread, hand-serializes the data into JSON and into a newly allocated buffer, and opens an HTTP request. I had VERY FEW events and it took > 6ms, which guarantees a dropped frame. Then a few frames later, another spike when the HTTP request completed which was > 4ms while it was putzing with the file system.

    The documentation says:
    Events are recorded into a buffer, which is flushed to the server every 60 seconds and on app shutdown. This period is not configurable.​

    Is this true? It all but guarantees I drop a minimum of 2 frames every 60 seconds?

    Is the package at least open source so I can clone it and patch it? I cannot find it on Github.