Debug dialog
More actions
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