7502018d20
There is an asset in the store I grabbed. the coding is WAY above my head, I got about half of it and integrated and adapted what I can to it. im going as far as I can with it and ill come back in a few month when I understand t better.
11 lines
1.4 KiB
Markdown
11 lines
1.4 KiB
Markdown
# Build Logging
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Scriptable Build Pipeline has a profiling instrumentation system enabling build performance logging. By default, building AssetBundles will create a .json log file in the Trace Event Profiler Format within the target output directory. The file contains timing measurements of various build tasks and can be viewed using the [Trace Event Profiling Tool](https://www.chromium.org/developers/how-tos/trace-event-profiling-tool).
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The default logger can be overriden by passing in an [IBuildLogger](xref:UnityEditor.Build.Pipeline.Interfaces.IBuildLogger) object as a context object input. This could be useful if you want to log performance data in a different format or want the build events to be added to a custom performance repot. The [BuildLog](xref:UnityEditor.Build.Pipeline.Utilities.BuildLog) class implements [IBuildLogger](xref:UnityEditor.Build.Pipeline.Interfaces.IBuildLogger) and is used as the default logger.
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# Adding Custom Instrumentation
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If you are creating or modifying build tasks that could affect build performance, you should consider adding instrumentation blocks to your new code. You can do this by calling the [IBuildLogger](xref:UnityEditor.Build.Pipeline.Interfaces.IBuildLogger) methods directly or using the [ScopedStep](xref:UnityEditor.Build.Pipeline.Interfaces.BuildLoggerExternsions) and [AddEntrySafe](xref:UnityEditor.Build.Pipeline.Interfaces.BuildLoggerExternsions) extension methods.
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