This page has been translated automatically.
Programming
Fundamentials
Setting Up Development Environment
UnigineScript
High-Level Systems
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Core Library
Containers
Engine Classes
Node-Related Classes
Rendering-Related Classes
Physics-Related Classes
Bounds-Related Classes
GUI-Related Classes
Controls-Related Classes
Pathfinding-Related Classes
Utility Classes
注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

Microprofile

UNIGINE has support for microprofile, an external embeddable CPU/GPU profiler with support for per-frame inspection. The profiler serves output as a local web server (works in the Google Chrome web-browser only), the default port is 1337 (the used port will be displayed in console).

Running Microprofile

To build the engine with support for microprofile, use the USE_MICROPROFILE preprocessor macro. It is enabled by default for Mac and Linux operating systems, Visual Studio 2012+ is required for buidling on Windows (because of some C++11 features).

Using Performance Profiler

microprofile allows you to use engine.profiler functions to profile a certain piece of your code via using counters.

Notice
Counters can be nested.
Last update: 2017-07-03
Build: ()