Version: 2020.1
LanguageEnglish
  • C#

Profiler.enableAllocationCallstacks

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static bool enableAllocationCallstacks;

Description

Enables the recording of callstacks for managed allocations.

When enabled, the Unity player saves callstack for each managed allocation sample which is known as GC.Alloc. You can see the callstacks in the Timeline View or in the Object Details pane of the Hierarchy View when selecting the GC.Alloc sample.

You must also set Profiler.enabled to true in order to start the capture.

using UnityEngine;
using System.Collections;
using UnityEngine.Profiling;

public class ExampleClass : MonoBehaviour { void Start() { Profiler.logFile = "mylog"; //Also supports passing "myLog.raw" Profiler.enableBinaryLog = true; Profiler.enableAllocationCallstacks = true; Profiler.enabled = true;

// Optional, if more memory is needed for the buffer Profiler.maxUsedMemory = 256 * 1024 * 1024; } }

Note: Callstacks capture adds noticable performance overhead to the profiling for every managed allocation.

对文档有任何疑问,请移步至开发者社区提问,我们将尽快为您解答