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[FREE - AWARD WINNER] Graphy - Ultimate FPS Counter - Stats Monitor & Debugger

Discussion in 'Assets and Asset Store' started by Tayx, Feb 13, 2018.

  1. Tayx

    Tayx

    Joined:
    Feb 4, 2015
    Posts:
    70
    Patch v2.1.1 has been submitted for review in the Asset Store.

    - Small hotfix for a index of out bounds error.
    - Simplified Singleton class to allow Graphy to be Destroyed.
    - Deallocating cached strings on Destroy to free up memory.

    -----------------------------
    v2.1.0

    - Pretty big refactor.
    - Lots of optimization.
    - Removed min/max fps for 1% and 0.1% lows, which is the industry standard now.
    - Improved UI. Added rounded corners and a better default color palette.

    -----------------------------
    v2.0.0

    - Now supports UPM (Unity Package Manager).
    - Minimum official supported version is now Unity 2019.3.0. If you want a version that supports 5.4+, go to Github to download it.
    - Lots of minor tweaks, optimizations and bugfixes.

    -----------------------------
    v1.6.0

    This is the last release that will officially support Unity 5.4+. Next releases will be targeted towards 2019.3+.

    - Minor tweaks, optimizations and bugfixes.
    - Added support for VR single pass instanced rendering.


    As always, if you want to grab the new version right now, you can go to our Github or Discord ;)
     
    Mauri likes this.
  2. Grazer2

    Grazer2

    Joined:
    Jun 20, 2011
    Posts:
    82
    Hello. Question regarding the Memory counters. Is the total memory consumption of an app the sum of the 3 values (reserved + allocated + mono), or is different because allocated is already part of reserved for example?
    Thanks and regards
     
  3. Tayx

    Tayx

    Joined:
    Feb 4, 2015
    Posts:
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    Hey! This is a quick definition from the Unity docs, you can read more here:
    https://docs.unity3d.com/ScriptReference/Profiling.Profiler.GetTotalReservedMemoryLong.html

    Reserved: This function returns the total memory Unity has reserved for current and future allocations. If the reserved memory is fully used, Unity will allocate more memory from the system as required.

    Allocated: The total memory allocated by the internal allocators in Unity. Unity reserves large pools of memory from the system.

    Mono: Gets the allocated managed memory for live objects and non-collected objects.

    Basically reserved is the total amount Unity is "using" from the operating system, allocated is the actual used memory, and mono is the memory your C# scripts and plugins are using. You'll see mono slowly rising and suddenly dropping, that happens every time the garbage collector runs.
     
    hopeful likes this.
  4. Grazer2

    Grazer2

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    Jun 20, 2011
    Posts:
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    Alright, thx. While the explanation for Reserved sounds like it should include the entire memory, looking at real values from my app it seems more like Mono is not included in the Reserved memory. So I would currently assume that the total memory usage of an app equals Reserved+Mono, hoping that the assumption is true that Allocated is part of Reserved and not counted separately.
     
  5. goran_okomotive

    goran_okomotive

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  6. Tayx

    Tayx

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    Feb 4, 2015
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  7. Roman-Ilyin

    Roman-Ilyin

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  8. Tayx

    Tayx

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  9. bagasaja375

    bagasaja375

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    Jun 9, 2022
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    Hai, first time see this and i already like it. it's really a great asset.
    is there a way that the fps is save into csv file? i kinda need fps data.
     
  10. Tayx

    Tayx

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    Feb 4, 2015
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    Hey! Glad you like it! Not at the moment, but might be something I consider for the future. You can probably build your own solution for that relatively easily using the GraphyManager FPS values properties.
     
  11. trueh

    trueh

    Joined:
    Nov 14, 2013
    Posts:
    74
    Hi there!

    I have detected a little bug when using Graphy with the New Input System in Unity 2021.3. If the hotkeys are enabled but any of them are set to Key.None, an IndexOutOfBounds exception is thrown. It is easy to solve in GraphyManager.
    CheckForHotkeyPresses().

    Regards.
     
  12. Tayx

    Tayx

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    Feb 4, 2015
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    Good catch! Thanks for sharing. I've created an issue on GitHub to track it.

    https://github.com/Tayx94/graphy/issues/102
     
    trueh likes this.
  13. TeacherMax

    TeacherMax

    Joined:
    Jan 27, 2019
    Posts:
    9
    I really like this asset - even more so as it's free - so a big 'thanks' from me.
    I want to extend it somewhat so that I can have my own panel (essentially I want to put some state data in there from my game - different data depending on what I'm debugging, probably)
    I wondered if a) there is anything 'built in' that I could extend on or b) if you would have a recommendation on how to implement such a thing?

    I haven't started looking too hard at it yet - so please excuse me if there's something obvious!
     
  14. Tayx

    Tayx

    Joined:
    Feb 4, 2015
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    Hey, glad you're enjoying Graphy! Sure thing, this is a reply from the Discord, server, hope it helps!

    Feel free to join the Discord here: https://discord.gg/2KgNEHK

    upload_2023-1-15_22-2-22.png
     
    radiantboy likes this.
  15. radiantboy

    radiantboy

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    Nov 21, 2012
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    1,593
  16. sacb0y

    sacb0y

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    May 9, 2016
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    Didn't this used to support touch activation? What happened with that?