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Understanding the Profiler

Discussion in 'Multiplayer' started by robochase, Sep 25, 2015.

  1. robochase

    robochase

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    In these screenshots, I'm running the profiler on the server. the humps are when the server receives a custom MessageBase from a client with 4 ints. Can anyone illuminate what all these numbers in the profiler mean? or point me to detailed info about it?



     
  2. seanr

    seanr

    Unity Technologies

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  3. seanr

    seanr

    Unity Technologies

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  4. robochase

    robochase

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    thanks for the info!
    ....but I have a few more questions -

    1. i feel like one of the primary things i care about when making a multiplayer game is not just number of packets, but size of data being transferred. is there a place i can see this?
    2. in my Network Operations screenshot, what does "IN:47:Int16" mean?
    3. What about everything on the Network Messages screenshot? What does that stuff mean?
    4. specifically - what does RTT mean? why not use the full term in the profiler and not a mysterious acronym
     
  5. blockimperium

    blockimperium

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    I believe with #4 you're looking at the round trip time/return trip time.
     
  6. moco2k

    moco2k

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    So how do we get to know how much data is actually being sent?

    I think there should be a comprehensive dedicated chapter in the docs focusing on profiling and optimizing network bandwidth consumption.
     
    chrismarch likes this.
  7. CharlieH

    CharlieH

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    Is there any update on the documentation? It would be great to have more info (the packet size in particular).
    Also I am not clear on why receiving a ClientRPC (for example) is spread over so many frames as in the screenshot below.
    networkprofiler.png