Better Memory Tracking + Follow Transform Override + UX Improvements#40
Merged
Cameron-Micka merged 15 commits intomicrosoft:mainmicrosoft/VisualProfiler-Unity:mainfrom Aug 19, 2024
Cameron-Micka:user/cameron-micka/better-memory-trackingCameron-Micka/VisualProfiler-Unity:user/cameron-micka/better-memory-trackingCopy head branch name to clipboard
Merged
Better Memory Tracking + Follow Transform Override + UX Improvements#40Cameron-Micka merged 15 commits intomicrosoft:mainmicrosoft/VisualProfiler-Unity:mainfrom Cameron-Micka:user/cameron-micka/better-memory-trackingCameron-Micka/VisualProfiler-Unity:user/cameron-micka/better-memory-trackingCopy head branch name to clipboard
Cameron-Micka merged 15 commits intomicrosoft:mainmicrosoft/VisualProfiler-Unity:mainfrom
Cameron-Micka:user/cameron-micka/better-memory-trackingCameron-Micka/VisualProfiler-Unity:user/cameron-micka/better-memory-trackingCopy head branch name to clipboard
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Overview
This PR introduces a few changes:
Memory usage now displays "System Used Memory" which will return the "working set" of the process which is similar to what Task Manager displays in Windows. But this is not available on all platforms (like WebGL) so instead return Profiler.GetTotalReservedMemoryLong() which is the total memory Unity has reserved for current and future allocations.
A New property called "TransformToFollow" has been added to allow users to select a transform to follow rather than the main camera. The sample scene has been updated to show off this behavior:

Finally, some minor UX changes to hide cpu/gpu timing when it's not available and the ability to tune what is considered a missed frame or not.
Changes
Verification