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ProfilerController

Profiling Reactional Footprint in Runtime

To use the Profiler simply click on the Reactional Manager Object and select the child Reactional Engine.

Reactional Engine

Here you will see the Profiler Controler. Set the Diplay Profiler to True under Profiler Settings.

Display Profiler

Now you will see the Footprint in Runtime that is Used by Reactional Engine.

Runtime Profiler

Theres also Profiler Markers added so you can check the Unity Analysis -> Profiler

Profiler MarkerCategoryName
Reactional.Engine.UpdateEngineUpdate
Reactional.Audio.FilterReadAudioFilterRead
Reactional.Memory.ManagementMemoryManagement
Reactional.Resource.CleanupResourceCleanup
Reactional.Events.ProcessingEventsProcessing
Reactional.Manager.UpdateBundlesManagerUpdateBundles
Reactional.Bundle.ParsingBundleParsing

It would look something like this when you search for Reactional.Category.Name.

Unity Profiler

In the future add these to docs:

public static readonly ProfilerMarker k_LoadBundles = new ProfilerMarker("Reactional.Bundles.Loading"); public static readonly ProfilerMarker k_LoadBundle = new ProfilerMarker("Reactional.Bundle.Load"); public static readonly ProfilerMarker k_LoadSection = new ProfilerMarker("Reactional.Sections.Loading"); public static readonly ProfilerMarker k_LoadPlaylist = new ProfilerMarker("Reactional.Playlists.Loading"); public static readonly ProfilerMarker k_LoadTrack = new ProfilerMarker("Reactional.Tracks.Loading"); public static readonly ProfilerMarker k_LoadTheme = new ProfilerMarker("Reactional.Themes.Loading");