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
Bounds-Related Classes
Containers
Controls-Related Classes
Core Library
Engine-Related Classes
GUI-Related Classes
Node-Related Classes
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes
Utility Classes
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

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: ()