Hey everyone! Please let me know your questions related to the legacy Profiler and the new Memory Profiler so we can touch on them in a future follow up video! Some additional resources are in the video description.
@ElementalCode7 ай бұрын
Maybe I used an outdated version, but my profiler had all the unity editor assets loaded and thus my memory report was very muddy. Is there a setting or filter I missed?
@git-amend7 ай бұрын
@@ElementalCode Every snapshot will capture the entire memory footprint, including extra assets you have in your project. The cleanest you will get is to compare 2 snapshots together, and then you'll only see the diff between the two, and give you an idea of only what's changing between them.
@ragerungames7 ай бұрын
It's always great to see you actually showing and solving real problems, whether it be a game design principle or the usage of a tool.
@git-amend7 ай бұрын
Thank you!
@forbiddenbox7 ай бұрын
never stoppp, though I do wish you make an updated full game series where you use most of these high level techniques that tutorials don't share, that would be so useful!
@git-amend7 ай бұрын
Yes, one of these days... as time permits of course. The longer series like that are a bit more challenging to produce, but I always hoped I could do at least one of those every year.
@alvaroalda31127 ай бұрын
Waiting every Sunday for your videos man! Thanks a lot for keeping this!
@git-amend7 ай бұрын
My pleasure!
@yonatanabergel7 ай бұрын
This channel is OP. You are doing an amazing job. Memory Profiling has never been easier!
@git-amend7 ай бұрын
Much appreciated!
@sheriezhu7 ай бұрын
I love using your videos as a reference for sanity checks as I move quickly with personal coding projects. I imagine lots of indie would find this type of content super valuable
@git-amend7 ай бұрын
Thank you! That's a nice thing to hear 😀
@git-amend7 ай бұрын
I like your channel btw, I hope you have time to make more vids!
@sheriezhu7 ай бұрын
@@git-amendhaha thank you!
@techdave997 ай бұрын
Didn't know about this profiler. Looks really handy. Going to watch a couple times and look at Unity's docs.
@git-amend7 ай бұрын
It's pretty useful, and a lot more user-friendly than the legacy profiler - though both still have their place. This one won't show you allocations as they happen for example, just a summary.
@dan.ec907 ай бұрын
Alright, I'll vent about something that's bothering me since I found this channel. Every time I watch a video of yours there's always a lingering sense o sorrow, because we all know nothing is forever. You're bound to SOMEDAY stop making those videos, and I already feel sad about that. Content like this should have something like a qualified heir and become a legacy so that it never ever stops being produced. This channel is a treasure, man. YOU are a treasure for us Unity devs.
@git-amend7 ай бұрын
That is an incredibly kind thing to say. Don't worry, I plan to keep making videos and making games well into the future!
@dan.ec907 ай бұрын
@@git-amend I only spoke out of my heart. If you think that's a kind thing to say, then it also says something about you and the value you have to me and this community. ;)
@UTTheLaw7 ай бұрын
SOLID GOLD, dude! Dynamite! Great stuff! Thank-you!
@git-amend7 ай бұрын
Much appreciated!
@hoshicameron7 ай бұрын
Another Great Tutorial. Thanks.
@git-amend7 ай бұрын
You're welcome!
@gladiko23647 ай бұрын
Yeah, I've found out that this tool exists because I got some random video recommendation a while ago. It's pretty straightforward. And with it I've figured out that one of scenes was loading ALL referenced prefabs at the start. Had to go back to load from resource folder to load them on demand (even if the internet whines that you shouldn't use it).
@git-amend7 ай бұрын
Interesting, thanks for sharing that.
@valhallagalex7 ай бұрын
Are you planning to do any more “how to (mechanic from game)” videos like the Baldur’s Gate dice, or did that not do as well as you wished? Either way, thank you for all your work
@git-amend7 ай бұрын
That last video about a specific mechanic did not perform very well compared to other videos I made around the same time. However, I do have some specific game mechanic requests that I would like to do regardless... so, the short answer is yes, but probably not too often. Thanks for the thanks!
@blazingpotato6427 ай бұрын
@@git-amendif you have a list of ideas for this maybe creating a poll for your community to vote/ comment could help
@git-amend7 ай бұрын
@@blazingpotato642 There is a section on the Discord for this purpose, however I've found that often it's the topics that I'm interesting in personally that resonate more with my subscribers.
@fleity7 ай бұрын
Uh the compare is so useful. So far I just looked at single snapshots. Kind of looking forward to using this now. Have you considered doing a video on gpu stalls? Coincendentally I have a huge Semaphore.WaitForSignal entry in my profiler 😬
@git-amend7 ай бұрын
Yeah, compare is awesome. I hadn't thought of covering gpu stalls... something to think about I guess!
@blazingpotato6427 ай бұрын
Semaphore.WaitForSignal makes me feel so helpless
@greenday42537 ай бұрын
Great as always
@git-amend7 ай бұрын
Thank you! Cheers!
@xanderlinhares7 ай бұрын
I would really like to be able to use something like this to track C# heap allocation (I.e. stuff that will require garbage collection). Is that something this provides or do we need to look elsewhere for that? I’m often surprised by how and when managed memory gets allocated.
@git-amend7 ай бұрын
This does provide insight into heap allocations too. You get an overview of what's been allocated on the heap on the first tab. On the 3rd tab (All of memory) you'll get a more detailed breakdown. docs.unity3d.com/Packages/com.unity.memoryprofiler@1.1/manual/all-memory-tab.html
@blazingpotato6427 ай бұрын
This is super cool! Is there a similar process we could do for the profiler too?
@git-amend7 ай бұрын
Yeah, but it's a little bit different - the profiler is much better for real time, as it's happening data, whereas this tool is better for overall snapshots of the entire app. I'll probably have a video just about the legacy Profiler in the future!
@blazingpotato6427 ай бұрын
@@git-amend I’m very much looking forward to it!
@RafaelAzriaiev-kv9qm7 ай бұрын
As Always Great Video.
@git-amend7 ай бұрын
Glad you enjoyed it
@FromagioCristiano7 ай бұрын
Can this be used to get a crash report snapshot at runtime or it's main focus is to be used during development?
@git-amend7 ай бұрын
Yes, for sure! I didn’t have time to fit that into the video, but if you follow the first link in the description to the docs you’ll find detailed instructions there!
@damonfedorick7 ай бұрын
Nice.
@git-amend7 ай бұрын
Thanks!
@Fitz0fury7 ай бұрын
Unity: Lights community on fire with bad communication and poorly planned pricing structure. Me: ill just stay here in unity 2022 Unity: but what if we gave you better built in low level memory support and depreciated your IDE's support? .. a bit of carrot and stick as it were... me: ....Apple is that you?
@git-amend7 ай бұрын
lol
@techdave997 ай бұрын
ACK! Do not start a rumor that Apple bought Unity! ... or did I just do that? 🤔
@alsantour88357 ай бұрын
I got good news for you!! :D it is available in 2022.2 or newer (at least till 1.0 , i just realized he used 1.1 in the vid) it is the first thing i checked... that being said, i have a 2021.3 project that i need this for ...
@drewalkemade37157 ай бұрын
Ok.. he's a witch! There were parts of this that were definitely black magic. Seriously though, Git, would you ship a product with this incorporated or would this just be in testing and then ripped out on build?
@git-amend7 ай бұрын
I would leave it in all builds until you are actually ready to make it public in some form, because you can connect the Memory Profiler to builds, even ones running on your various devices (not just your PC). I didn't have time to get into all those kinds of things, but if you check the link in the description to the docs, there are detailed instructions - and this can be very useful, especially when developing for mobile. For a public release of any kind, I would pull it out, just as I would also remove any debugging code as well.
@techdave997 ай бұрын
Just a quick jab. I see you still using the old input manager. Old habit I guess.
@git-amend7 ай бұрын
Easy mode I guess, I'll step up my game in the future. I actually exported a package for myself earlier this week so it would default to the new system with my default actions, but of course I totally forgot about it...
@techdave997 ай бұрын
@@git-amend Yeah. Easier to remember Input.GetKeyDown(KeyCode.Alpha1 than it is Keyboard.current.digit1Key.wasPressedThisFrame
@techdave997 ай бұрын
@@git-amend Easier to remember Input.GetKeyDown(KeyCode.AlphaKey1) than Keyboard.current.digit1Key.wasPressedThisFrame
@Briezar7 ай бұрын
old input manager is best for demonstrations and small to medium projects like this. I don't really feel the need to go through 10 verbose statements just to setup a debug key "Alpha1".
@techdave997 ай бұрын
Using Keyboard.current.digit1Key.wasPressedThisFrame instead of Input.GetKeyDown(KeyCode.Alpha1) is not that much harder to read and understand.