Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Debug dialog

From Resonite Wiki

For the component that manages this dialog see EngineDebugDialog.

Gather Jobs

Total Speed

Worlds

Framerate

Engine Update Time - How long between each update tick of the engine.

Render TIme - (Only in VR) How long it took unity to render the scene. Unity only reports this while in VR mode

Engine Frame Start Wait Time - (FrooxEngine) All work is done, time spent waiting on renderer to be ready for another frame.

-Frame start bytes - Size of last message sent to renderer about inputs and other* information.

Engine Start To Submit Time - Renderer ready for a new frame, Frooxengine runs update and generates a new frame update then submits to the renderer.

Renderer Start To Submit Time - The time from the renderer starting a new tick and requesting a new frame from FrooxEngine to receiving a new frame.

Frame Processed To Next Begin Time

Asset Integration Time

-Particle Extra time - Particles are given a small amount of additional update time during asset integration to run smoother

-Processed Tasks

-HandleWaits

-Remaining tasks:

-HighPriority - HighPriority Tasks

-Render - Render Tasks

-Particle - Particle Tasks

Frame Update Handle Time

Shared Memory Managers - Allocate larger blocks of memory, typically 16MB (minimum allocation size), allocates smaller chunks and frees

-in use - How many Shared Memory Managers are currently in use. Generally keeping atleast one reserved to avoid repeated allocation and de-allocation

-pruning - If memory managers are being cleaned up, if unused for long enough they will be de-allocated to free up memory.

-Used - Currently in use memory.

-Free - Available capacity from current Shared Memory Managers.

-Capacity - Current capacity determined by the count of Shared Memory Managers and their combined allocation capacity.

UpdateBegin

FrameStart

InputUpdate

GlobalCoroutinesUpdate

WorldUpdate

RenderSubmit

AssetUpdate

Finished

Audio Update Time

-Active Spaces

-Dropped Frames

-Listeners

-Outputs

-DSP Effects

-Available Samples

--Streaming

-Underruns

--Streaming

-Output Sample Rate

-Avg Read Rate

-Avg Write Rate

Audio Reads / Empty

Asset Uploads

-Tex

--Slices

-Mesh

-Materials

-Particles

Userspace - Total update time for the Userspace world

Local - Total update time for the Local home world

(Opened worlds)

Camera Renders

Mirror/Portal Renders

Blit Renders

Desktop Renders

Total Gather Jobs

Completed Gather Jobs

Failed Gather Jobs

Object Pools / Total Object Count

Focused World

RefreshBegin

RefreshStages

PhysicsSync

PhysicsMoved

PhysicsUpdate

RunningStartups

WorldEvents

RunningEvents

Input

Coroutines

Updates

ProtoFluxRebuild

ProtoFluxEvents

ProtoFluxUpdates

ProtoFluxContinuousChanges

ProtoFluxDiscreteChangesPre

Changes

Destuctions

ProtoFluxDiscreteChangesPost

'PhysicsSchleduleRefine'

MovedSlots

UserPose

AudioSystem

ParticleSystems

MaterialUpdate

RenderUpdate

ValidatingPermissions

Finished

SynchronousActions

Coroutines

Updates

Changes

Moved Slots

Collider Updates

Connector Updates

Synchronous actions

Total Slots

Audio Update TIme

Audio Stream Buffer Underruns

Rebuild Node Group

Last Dirty Nodes

Last Updated Groups

Last Continuous Change Groups

Last Changed Groups

Last Changed Nodes

Last Node Events

Last Updated Nodes

Last Updated Drives

Physics

PreUpdate

MainUpdateTime

HapticWaitTime

PostUpdateTime

MovedEventTime

RemainderWaitTime

Main:

Active Bodies

Static Bodies

Total Sleeper Island Count

Total Constraint Count

Total Moved Statics

Total Moved Bodies

IslandSleeper

BodyLayoutOptimizer

Awakener

SolverBatchCompressor

PoserIntegrator

BroadPhase

BroadPhaseOverlayFinder

NarrowPhase

Profiler

Solver

ContactEventManager

Dynamic Bones:

Total Update Time

Prepare

Overlaps

Simulation

Finish

Active Bones

Active Colliders

Scheduled collisions


[todo bepu docs links]

Background Jobs

Background workers active

-Last processed jobs

HighPriority workers active

-Last processed jobs

ThreadPool WorkerThreads

-CompletionPortThreads

-MaxConcurrencyLevel

Assets

Asset Variant Managers

Loaded variants

FrooxEngine.AudioClip # (# variants)

FrooxEngine.Texture2D

FrooxEngine.Shader

FrooxEngine.LocaleResource

FrooxEngine.Font

FrooxEngine.Mesh

FrooxEngine.Cubemap

Total Active Text Pins

Special

Copy background thread processing snapshot to clipboard

Start Recording Performance Metrics

Save Object Pool Stats

Force Full Garbage Collection