9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
101 lines
3.8 KiB
C#
101 lines
3.8 KiB
C#
using System;
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////TODO: provide total metric for amount of unmanaged memory (device state + action state)
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////REVIEW: flag to turn it off? disable when analytics is off?
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namespace UnityEngine.InputSystem.LowLevel
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{
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/// <summary>
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/// Provides information on the level of throughput going through the system.
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/// </summary>
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/// <seealso cref="InputSystem.metrics"/>
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[Serializable]
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public struct InputMetrics
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{
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/// <summary>
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/// Maximum number of devices that were concurrently added to the system.
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/// </summary>
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/// <seealso cref="InputSystem.devices"/>
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public int maxNumDevices { get; set; }
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/// <summary>
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/// Number of devices currently added to the system.
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/// </summary>
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/// <seealso cref="InputSystem.devices"/>
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public int currentNumDevices { get; set; }
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/// <summary>
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/// The largest the combined state memory for all devices got.
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/// </summary>
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public int maxStateSizeInBytes { get; set; }
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/// <summary>
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/// Total size of the combined state memory for all current devices.
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/// </summary>
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public int currentStateSizeInBytes { get; set; }
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/// <summary>
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/// Total number of <see cref="InputControl"/>s currently alive in
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/// devices in the system.
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/// </summary>
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public int currentControlCount { get; set; }
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/// <summary>
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/// Total number of currently registered layouts.
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/// </summary>
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public int currentLayoutCount { get; set; }
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/// <summary>
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/// Total number of bytes of <see cref="InputEvent"/>s consumed so far.
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/// </summary>
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public int totalEventBytes { get; set; }
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/// <summary>
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/// Total number of <see cref="InputEvent"/>s consumed so far.
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/// </summary>
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public int totalEventCount { get; set; }
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/// <summary>
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/// Total number of input system updates run so far.
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/// </summary>
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/// <seealso cref="InputSystem.Update"/>
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public int totalUpdateCount { get; set; }
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/// <summary>
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/// Total time in seconds spent processing <see cref="InputEvent"/>s so far.
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/// </summary>
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/// <remarks>
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/// Event processing usually amounts for the majority of time spent in <see cref="InputSystem.Update"/>
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/// but not necessarily for all of it.
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/// </remarks>
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/// <seealso cref="InputSystem.Update"/>
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public double totalEventProcessingTime { get; set; }
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/// <summary>
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/// Total accumulated time that has passed between when events were generated (see <see cref="InputEvent.time"/>)
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/// compared to when they were processed.
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/// </summary>
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public double totalEventLagTime { get; set; }
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/// <summary>
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/// Average size of the event buffer received on every <see cref="InputSystem.Update"/>.
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/// </summary>
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public float averageEventBytesPerFrame => (float)totalEventBytes / totalUpdateCount;
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////REVIEW: we probably want better averaging than we get with this method; ideally, we should take averages
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//// each frame and then compute weighted averages as we go; the current method disregards updating spacing
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//// and event clustering entirely
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/// <summary>
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/// Average time in seconds spend on processing each individual <see cref="InputEvent"/>.
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/// </summary>
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public double averageProcessingTimePerEvent => totalEventProcessingTime / totalEventCount;
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/// <summary>
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/// Average time it takes from when an event is generated to when it is processed.
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/// </summary>
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/// <seealso cref="totalEventLagTime"/>
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public double averageLagTimePerEvent => totalEventLagTime / totalEventCount;
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}
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}
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