Version: 2022.1
言語: 日本語
Memory プロファイラーモジュール
2D Physics プロファイラーモジュール

Physics プロファイラーモジュール

The Physics Profiler module displays information about the physics that the physics system has processed in your project’s scene. This information can help you diagnose and resolve performance issues or unexpected discrepancies related to the physics in your project’s scene. You can also use the Physics Debug Visualization to further debug and understand issues with physics in your application.

Physics Profiler module
Physics Profiler module

チャートのカテゴリ

The Physics Profiler module’s chart tracks the time your application spends on physics. The timings are divided into different chart categories. To change the order of the categories in the chart, you can drag them in the chart’s legend. You can also click a category’s colored legend to toggle its display. When you click on the chart, you can see the exact numerical values of each chart category in the module details pane below the chart.

チャート 機能
Physics Used Memory The total amount of memory that the physics module has used
Active Dynamic Bodies The number of Rigidbody components and ArticulationBody components that aren’t in a sleep state.
Active Kinematic Bodies The number of active Kinematic Rigidbody components. A Kinematic Rigidbody is active when MovePosition or MoveRotation is called in a frame, and remains active in the next frame.

Note: Unity might process Kinematic Rigidbody components that have joints attached multiple times per frame, and this contributes to the value displayed.
Dynamic Bodies The number of Rigidbody components and ArticulationBody components.
Overlaps The number of overlap events. An overlapping event is when colliders overlap with each other.
Trigger Overlaps The number of overlap events with trigger colliders (counted in pairs).
Discreet Overlaps The number of overlap events which Unity used discrete collision detection to solve.
Continuous Overlaps The number of overlap events which Unity used continuous collision detection to solve.
Physics Queries The total amount of physics queries, such as Raycasts and shapecasts.

モジュールの詳細ペイン

When you click on the Physics Profiler module, the module details pane displays further information about the physics in your project’s scene.

統計 説明
Physics Used Memory The total amount of memory that the physics module has used.
Dynamic Bodies The number of Rigidbody components and ArticulationBody components.
Articulation Bodies The number of ArticulationBody components in the scene
Active Dynamic Bodies The number of Rigidbody components and ArticulationBody components that aren’t in a sleep state..
Active Kinematic Bodies The number of active Kinematic Rigidbody components. A Kinematic Rigidbody is active when MovePosition or MoveRotation is called in a frame, and remains active in the next frame.

Note: Unity might process Kinematic Rigidbody components that have joints attached multiple times per frame, and this contributes to the value displayed.
Static Colliders The number of colliders that don’t have a Rigidbody or ArticulationBody component
Colliders Synced The amount of colliders synced with Transforms.
Rigidbodies Synced The amount of Rigidbody components synced with Transforms.
Physics Queries The total amount of physics queries, such as Raycasts and shapecasts.
Total Overlaps The number of overlap events. An overlapping event is when colliders overlap with each other.
Discreet The number of overlap events which Unity used discrete collision detection to solve.
Continuous The number of overlap events which Unity used continuous collision detection to solve.
トリガー The number of overlap events with trigger colliders (counted in pairs).
Modified The number of overlap events which Unity used the Contact Modification API to modify.
Broadphase Adds/Removes The total number of colliders that the broadphase algorithm either added or removed.
Narrowphase Touches The total amount of collision events that were either lost or appeared as new since the previous frame.

The numbers displayed in the Profiler might not correspond to the exact number of GameObjects with physics components in your Scene. This is because Unity processes some physics components at a different rate depending on which other components affect it (for example, an attached Joint component). To calculate the exact number of GameObjects with specific physics components attached, you must write a custom script with the FindObjectsOfType function.

The Physics Profiler module doesn’t display the number of sleeping Rigidbody components. These are components which don’t engage with the physics system, so the Profiler doesn’t process them. For more information on sleeping Rigidbody components, see the documentation on Rigidbody.

Understanding physics performance issues

物理シミュレーションは、メインロジックの更新ループから独立した固定された頻度の更新サイクルで実行され、呼び出しごとに Time.fixedDeltaTime を使ってのみ時間を進めることができます。これは UpdateFixedUpdate の違いと似ています。詳細は Time のドキュメントを参照してください。

物理演算やグラフィックスフレームが多く使用され処理に時間がかかる場合、Physics プロファイラーはフレームごとに複数の物理演算シミュレーションを呼び出さなくてはなりません。つまり、リソースに負荷がかかっているフレームにさらに時間とリソースがかかります。Maximum Allowed Timestep 値 (Edit > Project Settings > Time で設定できます) のために、物理演算シミュレーションが一時的に停止する原因となる可能性があります。

これをプロジェクトで検出するには、CPU Usage プロファイラーモジュール を選択し、Hierarchy ビューの Overview セクションで Physics.Processing または Physics.Simulate の呼び出し数を確認します。

CPU Usage Profiler with the value of 2 in the Calls column
CPU Usage Profiler with the value of 2 in the Calls column

In this example image, the value of 2 in the Calls column indicates that the physics simulation was called two times over the last logical frame.

A call count close to 10 might indicate an issue. As a first solution, reduce the frequency of the physics simulation, and if the issue continues, check what might have caused the heavy frame before the physics system had to use a lot of simulation calls to catch up with the game time. Sometimes, a heavy graphics frame might cause more physics simulation calls later on in a Scene.

For more detailed information about the physics simulation in your Scene, select the search box at the top of the module details pane, search for Physics.Processing, and then select Calls from the dropdown at the top right of the pane. This displays the names of the physics system tasks that run to update your Scene. The two most common names you’re likely to see are:

  • Pxs: short for ‘PhysX solver’, which are physics system tasks that joints require as well as resolving contacts for overlapping Rigidbody components.
  • ScScene: used for tasks that update the Scene, run the broad phase and narrow phase, and integrate Rigidbody components (moving them in space due to forces and impulses). For more information, see Steven M. LaValle’s work on Planning Algorithms for a definition on two-phase collision detection phases.

Legacy Physics Profiler module

You can switch to the Legacy mode to see the older version of the Physics Profiler module, which was the default module in older versions of Unity. To do this, select Legacy from the dropdown menu in the top right of the Physics Profiler module’s details pane.

In this mode, you can load and inspect Profiler data that was saved in an older version of Unity. If you switch to this mode to inspect data captured in a newer version of Unity, then the data displayed is unreliable and inaccurate. You should always use the Current mode to inspect new Physics Profiler data.

CPU Usage Profiler in Legacy mode
CPU Usage Profiler in Legacy mode
統計 説明
Active Dynamic キネマティック以外のアクティブなリジッドボディコンポーネントの数。アクティブなリジッドボディとは、スリープ状態 ではないものを指します。
Active Kinematic The number of active Kinematic Rigidbody components. A Kinematic Rigidbody is active when MovePosition or MoveRotation is called in a frame, and remains active in the next frame.

Note: Unity might process Kinematic Rigidbody components that have joints attached multiple times per frame, and this contributes to the value displayed.
Static Colliders The number of Collider components on GameObjects that don’t have Rigidbody components attached to the GameObjects or their parent GameObjects.

Collider components on GameObjects or parent GameObjects that have Rigidbody components do not count as Static Colliders. These are called Compound Colliders. Compound Colliders arrange multiple Colliders of a body in a convenient way, rather than having all of the Colliders on the same GameObject as the Rigidbody component.
Rigidbody The number of Rigidbody components processed by the physics system, irrespective of the components’ sleeping state.
Trigger Overlaps 重複するトリガーの数 (ペアの数)
Active Constraints The number of primitive constraints the physics system has processed. Constraints are used as a building block of Joints as well as collision response. For example, restricting a linear or rotational degree of freedom of a ConfigurableJoint involves a primitive constraint per each restriction.
Contacts The total number of contact pairs between all Colliders in the Scene, including the amount of trigger overlap pairs. A contact is a pair of Colliders that either touch or overlap. Note: Unity creates contact pairs per Collider pair once the distance between them is below a certain user configurable limit. As such, you might see contacts generated for Rigidbody components that are not yet touching or overlapping. See documentation on Collider.contactOffset and ContactPoint.separation for more details.
Memory プロファイラーモジュール
2D Physics プロファイラーモジュール
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