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Repository: microsoft/VisualProfiler-Unity
Branch: main
Commit: 580a58fb7553
Files: 75
Total size: 245.1 KB
Directory structure:
gitextract_18evvys6/
├── .github/
│ ├── ISSUE_TEMPLATE/
│ │ ├── bug-report.md
│ │ ├── documentation-issue.md
│ │ └── feature-request.md
│ ├── issue_template.md
│ └── pull_request_template.md
├── .gitignore
├── LICENSE
├── README.md
├── SECURITY.md
├── VisualProfilerUnityProject/
│ ├── .gitignore
│ ├── Assets/
│ │ ├── Materials/
│ │ │ ├── Ball.mat
│ │ │ ├── Ball.mat.meta
│ │ │ ├── Box.mat
│ │ │ ├── Box.mat.meta
│ │ │ ├── Floor.mat
│ │ │ └── Floor.mat.meta
│ │ ├── Materials.meta
│ │ ├── Prefabs/
│ │ │ ├── Ball.prefab
│ │ │ └── Ball.prefab.meta
│ │ ├── Prefabs.meta
│ │ ├── Scenes/
│ │ │ ├── SampleScene.unity
│ │ │ └── SampleScene.unity.meta
│ │ ├── Scenes.meta
│ │ ├── Scripts/
│ │ │ ├── FlyCameraController.cs
│ │ │ ├── FlyCameraController.cs.meta
│ │ │ ├── Microsoft.MixedReality.Profiling.Sample.asmdef
│ │ │ ├── Microsoft.MixedReality.Profiling.Sample.asmdef.meta
│ │ │ ├── SampleControls.cs
│ │ │ └── SampleControls.cs.meta
│ │ ├── Scripts.meta
│ │ ├── UniversalRenderPipelineAsset.asset
│ │ ├── UniversalRenderPipelineAsset.asset.meta
│ │ ├── UniversalRenderPipelineAssetRenderer.asset
│ │ ├── UniversalRenderPipelineAssetRenderer.asset.meta
│ │ ├── UniversalRenderPipelineGlobalSettings.asset
│ │ └── UniversalRenderPipelineGlobalSettings.asset.meta
│ ├── Packages/
│ │ ├── manifest.json
│ │ └── packages-lock.json
│ └── ProjectSettings/
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── MemorySettings.asset
│ ├── NavMeshAreas.asset
│ ├── PackageManagerSettings.asset
│ ├── Packages/
│ │ └── com.unity.testtools.codecoverage/
│ │ └── Settings.json
│ ├── Physics2DSettings.asset
│ ├── PresetManager.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── SceneTemplateSettings.json
│ ├── ShaderGraphSettings.asset
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── URPProjectSettings.asset
│ ├── UnityConnectSettings.asset
│ ├── VFXManager.asset
│ ├── VersionControlSettings.asset
│ └── XRSettings.asset
└── com.microsoft.mixedreality.visualprofiler/
├── Data/
│ ├── Font.png.meta
│ ├── VisualProfiler.mat
│ ├── VisualProfiler.mat.meta
│ ├── VisualProfiler.shader
│ └── VisualProfiler.shader.meta
├── Data.meta
├── Microsoft.MixedReality.VisualProfiler.asmdef
├── Microsoft.MixedReality.VisualProfiler.asmdef.meta
├── VisualProfiler.cs
├── VisualProfiler.cs.meta
├── package.json
└── package.json.meta
================================================
FILE CONTENTS
================================================
================================================
FILE: .github/ISSUE_TEMPLATE/bug-report.md
================================================
---
name: Bug report
about: Create a bug report to help us improve
title: ''
labels: Bug
assignees: ''
---
## Describe the bug
A clear and concise description of what the bug is.
## To reproduce
Steps to reproduce the behavior:
1. Go to '...'
2. Click on '....'
3. Scroll down to '....'
4. See error
## Expected behavior
A clear and concise description of what you expected to happen.
## Screenshots
If applicable, add screenshots to help explain your problem.
## Your setup (please complete the following information)
- Unity Version [e.g. 2021.3.3f1]
- Visual Profiler Version [e.g. v2.1.0]
## Target platform (please complete the following information)
- HoloLens 2
- Standalone PC
- etc.
## Additional context
Add any other context about the problem here.
================================================
FILE: .github/ISSUE_TEMPLATE/documentation-issue.md
================================================
---
name: Documentation Issue
about: 'Something in our doc is missing or incorrect '
title: ''
labels: Documentation
assignees: ''
---
## Describe the issue
A clear and concise what the issue
## Feature area
What's incorrect? What's missing?
## Existing doc link
If this is about something in an existing document, please provide link
## Additional context
Add any other context about the problem here.
================================================
FILE: .github/ISSUE_TEMPLATE/feature-request.md
================================================
---
name: Feature Request
about: Suggest an idea for the Visual Profiler
title: ''
labels: Feature Request
assignees: ''
---
## Describe the problem
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
## Describe the solution you'd like
A clear and concise description of what you want to happen.
## Describe alternatives you've considered
A clear and concise description of any alternative solutions or features you've considered.
## Additional context
Add any other context or screenshots about the feature request here.
================================================
FILE: .github/issue_template.md
================================================
## Overview
## Expected behavior
## Actual behavior
## Steps to reproduce
_(Links to sample github project preferred)_
## Unity editor version
## Visual Profiler release version
================================================
FILE: .github/pull_request_template.md
================================================
## Overview
## Changes
- Fixes: # .
## Verification
> This optional section is a place where you can detail the specific type of verification
> you want from reviewers. For example, if you want reviewers to checkout the PR locally
> and validate the functionality of specific scenarios, provide instructions
> on the specific scenarios and what you want verified.
>
> If there are specific areas of concern or question feel free to highlight them here so
> that reviewers can watch out for those issues.
>
> As a reviewer, it is possible to check out this change locally by using the following
> commands (substituting {PR_ID} with the ID of this pull request):
>
> git fetch origin pull/{PR_ID}/head:name_of_local_branch
>
> git checkout name_of_local_branch
================================================
FILE: .gitignore
================================================
# Visual Studio cache directory
.vs/
================================================
FILE: LICENSE
================================================
MIT License
Copyright (c) Microsoft Corporation.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE
================================================
FILE: README.md
================================================
# Visual Profiler
The Visual Profiler provides a drop in solution for viewing your mixed reality Unity application's frame rate, scene complexity, and memory usage across a variety of platforms.

Missed frames are displayed over time to visually find problem areas. Scene complexity is reported in the form of batches, draw calls, and rendered vertex counts (or triangle counts). Memory is reported as current, peak and max usage in a bar graph.
> [!NOTE]
> To ensure the profiler is minimally intrusive it does not create any GameObjects, perform any per frame managed allocations, and renders in a single draw call.
The Visual Profiler has been verified to work on the following platforms:
- Microsoft HoloLens & HoloLens 2
- Microsoft Immersive headsets (IHMD)
- OpenXR platforms
- Steam VR (HTC Vive / Oculus Rift)
- Meta Quest & Quest 2
- Windows PCs
- WebGL
## Installation
The Visual Profiler is normally ingested as a Unity [package](https://docs.unity3d.com/Manual/Packages.html). To import the Visual Profiler package into your Unity project follow the below steps:
> [!NOTE]
> The Visual Profiler package requires Unity 2021.3 and above.
1. Open your Unity project and select `Window > Package Manager` from the file menu bar
2. Click the `'+'` icon within the Package Manager and select `"Add package from git URL..."`

3. Paste *https://github.com/microsoft/VisualProfiler-Unity.git?path=/com.microsoft.mixedreality.visualprofiler#v3.4.0* into the text field and click `"Add"`

4. The Visual Profiler will now be installed within your Unity project as an immutable package within the project's `Packages` folder named `Microsoft Mixed Reality Visual Profiler`.
5. Finally, add the VisualProfiler component to any GameObject in the Unity scene you wish to profile. The profiler is initially active and visible (toggle-able via the IsVisible property), but can be toggled via the enabled/disable voice command keywords (on Windows/UWP platforms only).
It is advised you use a specific release of the Visual Profiler package to ensure your project is locked to a stable release. Release version 3.4.0 is suggested in step three above. You can also pull another version, specific branch, or git commit hash by altering the URL as demonstrated below:
| Syntax | URL example |
|------------------|-----------------------------------------------------------------------------------------------------------------------------------------------------------|
| Specific version | *https://github.com/microsoft/VisualProfiler-Unity.git?path=/com.microsoft.mixedreality.visualprofiler#vX.Y.Z* |
| Specific branch | *https://github.com/microsoft/VisualProfiler-Unity.git?path=/com.microsoft.mixedreality.visualprofiler#my_branch* |
| Git commit hash | *https://github.com/microsoft/VisualProfiler-Unity.git?path=/com.microsoft.mixedreality.visualprofiler#badc0ffee0ddf00ddead10cc8badf00d1badb002* |
## Usage
When using the profiler look for "missed frames" which appear as orange bars. Missed frames indicate your application is not hitting its target frame rate and may need optimization work. Draw call counts and vertex counts (or triangle counts) are also displayed under the missed frame indicators. These numbers can be indicative of why your app isn't meeting its target frame rate.

One should also keep an eye on the bottom memory bar to insure memory usage isn't rapidly changing or approaching the application's memory limit.
> [!NOTE]
> The Visual Profiler works in both development and release builds.
The profiler UI (such as anchoring, scale, follow behavior and UI color) can also be tweaked in the component inspector.

Custom profilers can be added to the bottom of the Visual Profiler by adding to the list of "Profiler Groups." Profiler Groups use Unity's [ProfilerRecorder](https://docs.unity3d.com/ScriptReference/Unity.Profiling.ProfilerRecorder.html) API. For example the below image shows how the "BehaviorUpdate", "LateBehaviourUpdate", and "FixedBehaviourUpdate" markers display a millisecond average over 300 samples with the group label "Scripting."

## Sample
A sample Unity project can be found in the *VisualProfilerUnityProject* folder. This project contains a simple sample scene that demonstrates the Visual Profiler being used in 3D and 2D (perspective and orthographic cameras) plus example profiler groups for C# behaviors, rendering, and physics.

## Feedback
To file issues or suggestions, please use the [Issues](https://github.com/Microsoft/VisualProfiler/issues) page for this project on GitHub.
## Contributing
This project welcomes contributions and suggestions. Most contributions require you to agree to a
Contributor License Agreement (CLA) declaring that you have the right to, and actually do, grant us
the rights to use your contribution. For details, visit https://cla.microsoft.com.
When you submit a pull request, a CLA-bot will automatically determine whether you need to provide
a CLA and decorate the PR appropriately (e.g., label, comment). Simply follow the instructions
provided by the bot. You will only need to do this once across all repos using our CLA.
This project has adopted the [Microsoft Open Source Code of Conduct](https://opensource.microsoft.com/codeofconduct/).
For more information see the [Code of Conduct FAQ](https://opensource.microsoft.com/codeofconduct/faq/) or
contact [opencode@microsoft.com](mailto:opencode@microsoft.com) with any additional questions or comments.
================================================
FILE: SECURITY.md
================================================
<!-- BEGIN MICROSOFT SECURITY.MD V0.0.8 BLOCK -->
## Security
Microsoft takes the security of our software products and services seriously, which includes all source code repositories managed through our GitHub organizations, which include [Microsoft](https://github.com/microsoft), [Azure](https://github.com/Azure), [DotNet](https://github.com/dotnet), [AspNet](https://github.com/aspnet), [Xamarin](https://github.com/xamarin), and [our GitHub organizations](https://opensource.microsoft.com/).
If you believe you have found a security vulnerability in any Microsoft-owned repository that meets [Microsoft's definition of a security vulnerability](https://aka.ms/opensource/security/definition), please report it to us as described below.
## Reporting Security Issues
**Please do not report security vulnerabilities through public GitHub issues.**
Instead, please report them to the Microsoft Security Response Center (MSRC) at [https://msrc.microsoft.com/create-report](https://aka.ms/opensource/security/create-report).
If you prefer to submit without logging in, send email to [secure@microsoft.com](mailto:secure@microsoft.com). If possible, encrypt your message with our PGP key; please download it from the [Microsoft Security Response Center PGP Key page](https://aka.ms/opensource/security/pgpkey).
You should receive a response within 24 hours. If for some reason you do not, please follow up via email to ensure we received your original message. Additional information can be found at [microsoft.com/msrc](https://aka.ms/opensource/security/msrc).
Please include the requested information listed below (as much as you can provide) to help us better understand the nature and scope of the possible issue:
* Type of issue (e.g. buffer overflow, SQL injection, cross-site scripting, etc.)
* Full paths of source file(s) related to the manifestation of the issue
* The location of the affected source code (tag/branch/commit or direct URL)
* Any special configuration required to reproduce the issue
* Step-by-step instructions to reproduce the issue
* Proof-of-concept or exploit code (if possible)
* Impact of the issue, including how an attacker might exploit the issue
This information will help us triage your report more quickly.
If you are reporting for a bug bounty, more complete reports can contribute to a higher bounty award. Please visit our [Microsoft Bug Bounty Program](https://aka.ms/opensource/security/bounty) page for more details about our active programs.
## Preferred Languages
We prefer all communications to be in English.
## Policy
Microsoft follows the principle of [Coordinated Vulnerability Disclosure](https://aka.ms/opensource/security/cvd).
<!-- END MICROSOFT SECURITY.MD BLOCK -->
================================================
FILE: VisualProfilerUnityProject/.gitignore
================================================
# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Asset meta data should only be ignored when the corresponding asset is also ignored
!/[Aa]ssets/**/*.meta
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
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ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
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*.pidb
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*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
*.vsconfig
*.pfx
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
*.pfx.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.aab
*.unitypackage
# Crashlytics generated file
crashlytics-build.properties
# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
# Temporary auto-generated Android Assets
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================================================
FILE: VisualProfilerUnityProject/Assets/Scripts/FlyCameraController.cs
================================================
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
#if VP_USE_INPUT_SYSTEM && ENABLE_INPUT_SYSTEM
#define USE_INPUT_SYSTEM
#endif
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR;
#if USE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif // USE_INPUT_SYSTEM
namespace Microsoft.MixedReality.Profiling.Sample
{
/// <summary>
/// A simple "fly" camera for moving the camera while playing with a mouse/keyboard or gamepad.
/// </summary>
public class FlyCameraController : MonoBehaviour
{
private class CameraState
{
public Vector3 Position;
public Vector3 Rotation;
public void SetFromTransform(Transform t)
{
Position = t.position;
Vector3 euler = t.eulerAngles;
Rotation = new Vector3(euler.y, euler.x, euler.z);
}
public void Translate(Vector3 translation)
{
Vector3 rotatedTranslation = Quaternion.Euler(new Vector3(Rotation.y, Rotation.x, Rotation.z)) * translation;
Position += rotatedTranslation;
}
public void LerpTowards(CameraState target, float positionLerp, float rotationLerp)
{
Rotation = Vector3.Lerp(Rotation, target.Rotation, rotationLerp);
Position = Vector3.Lerp(Position, target.Position, positionLerp);
}
public void UpdateTransform(Transform t)
{
t.eulerAngles = new Vector3(Rotation.y, Rotation.x, Rotation.z);
t.position = Position;
}
}
[Header("Movement Settings")]
[Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")]
public float Boost = 1.0f;
[Tooltip("Minimum boost factor applied to translation.")]
public float MinBoost = 0.5f;
[Tooltip("Maximum boost factor applied to translation.")]
public float MaxBoost = 4.0f;
[Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1.0f)]
public float PositionLerpTime = 0.2f;
[Header("Rotation Settings")]
[Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")]
public AnimationCurve MouseSensitivityCurve = new AnimationCurve(new Keyframe(0.0f, 0.5f, 0.0f, 5f), new Keyframe(1.0f, 2.5f, 0.0f, 0.0f));
[Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1.0f)]
public float RotationLerpTime = 0.1f;
[Tooltip("Whether or not to invert our Y axis for mouse/gamepad input to rotation.")]
public bool InvertY = false;
[Header("Other Settings")]
public bool showControlsText = false;
private CameraState targetCameraState = new CameraState();
private CameraState interpolatingCameraState = new CameraState();
private List<XRDisplaySubsystem> xrDisplaySubsystems = new List<XRDisplaySubsystem>();
/// <summary>
/// Called when the game object state from from inactive to active.
/// </summary>
private void OnEnable()
{
targetCameraState.SetFromTransform(transform);
interpolatingCameraState.SetFromTransform(transform);
}
/// <summary>
/// Sets up initial state.
/// </summary>
private void Start()
{
SubsystemManager.GetInstances(xrDisplaySubsystems);
}
/// <summary>
/// Called every frame to poll input and update the camera transform.
/// </summary>
private void Update()
{
if (!XRDeviceIsPresent() && Application.isFocused)
{
// Lock cursor when right mouse button pressed.
#if USE_INPUT_SYSTEM
if (Mouse.current != null && Mouse.current.rightButton.wasPressedThisFrame)
#else
if (Input.GetMouseButtonDown(1))
#endif // USE_INPUT_SYSTEM
{
Cursor.lockState = CursorLockMode.Locked;
#if UNITY_EDITOR
Cursor.visible = false;
#endif
}
// Unlock when right mouse button released.
#if USE_INPUT_SYSTEM
if (Mouse.current != null && Mouse.current.rightButton.wasReleasedThisFrame)
#else
if (Input.GetMouseButtonUp(1))
#endif // USE_INPUT_SYSTEM
{
Cursor.lockState = CursorLockMode.None;
#if UNITY_EDITOR
Cursor.visible = true;
#endif
}
// Rotation.
Vector2 rotation = GetInputRotationDirection();
float rotationSensitivityFactor = MouseSensitivityCurve.Evaluate(rotation.magnitude);
targetCameraState.Rotation.x += rotation.x * rotationSensitivityFactor;
targetCameraState.Rotation.y += rotation.y * rotationSensitivityFactor;
// Translation.
float dt = Time.deltaTime;
Vector3 translation = GetInputTranslationDirection() * dt;
// Speed up movement when shift key held.
#if USE_INPUT_SYSTEM
if (Keyboard.current != null && Keyboard.current.leftShiftKey.isPressed)
#else
if (Input.GetKey(KeyCode.LeftShift))
#endif // USE_INPUT_SYSTEM
{
translation *= 10.0f;
}
// Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel).
#if USE_INPUT_SYSTEM
Vector2 scroll = Mouse.current != null ? Mouse.current.scroll.ReadValue() : Vector2.zero;
Boost += scroll.y * dt;
#else
Boost += Input.mouseScrollDelta.y * dt;
#endif // USE_INPUT_SYSTEM
Boost = Mathf.Clamp(Boost, MinBoost, MaxBoost);
translation *= Mathf.Pow(2.0f, Boost);
targetCameraState.Translate(translation);
// Framerate-independent interpolation.
// Calculate the lerp amount, such that we get 99% of the way to our target in the specified time.
float positionLerp = 1.0f - Mathf.Exp((Mathf.Log(1.0f - 0.99f) / PositionLerpTime) * dt);
float rotationLerp = 1.0f - Mathf.Exp((Mathf.Log(1.0f - 0.99f) / RotationLerpTime) * dt);
interpolatingCameraState.LerpTowards(targetCameraState, positionLerp, rotationLerp);
interpolatingCameraState.UpdateTransform(transform);
}
}
/// <summary>
/// Displays the camera controls via a user interface.
/// </summary>
private void OnGUI()
{
if (!XRDeviceIsPresent() && showControlsText)
{
#if USE_INPUT_SYSTEM
bool gamepadPresent = Gamepad.current != null;
#else
bool gamepadPresent = false;
#endif // USE_INPUT_SYSTEM
if (gamepadPresent)
{
GUI.Label(new Rect(10.0f, 10.0f, 256.0f, 128.0f), "Camera Controls\nRight Stick to Rotate\nLeft Stick to Translate");
}
else
{
GUI.Label(new Rect(10.0f, 10.0f, 256.0f, 128.0f), "Camera Controls\nRight Click + Mouse Move to Rotate\n'W' 'A' 'S' 'D' to Translate");
}
}
}
/// <summary>
/// Returns true if an XR device is connected and running. For example a VR headset.
/// </summary>
private bool XRDeviceIsPresent()
{
foreach (var xrDisplay in xrDisplaySubsystems)
{
if (xrDisplay != null && xrDisplay.running)
{
return true;
}
}
return false;
}
/// <summary>
/// Turns mouse/stick controls into an input vector.
/// </summary>
private Vector2 GetInputRotationDirection()
{
Vector2 direction = Vector3.zero;
#if USE_INPUT_SYSTEM
if (Mouse.current != null && Mouse.current.rightButton.isPressed)
#else
if (Input.GetMouseButton(1))
#endif // USE_INPUT_SYSTEM
{
#if USE_INPUT_SYSTEM
// Magical value to feel like the editor.
const float rotationScaler = 0.075f;
Vector2 delta = Mouse.current.delta.ReadValue() * rotationScaler;
direction += new Vector2(delta.x, delta.y * (InvertY ? 1.0f : -1.0f));
#else
direction += new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y") * (InvertY ? 1.0f : -1.0f));
#endif // USE_INPUT_SYSTEM
}
#if USE_INPUT_SYSTEM
if (Gamepad.current != null)
{
// Magical value to feel like the editor.
#if UNITY_GAMECORE && !UNITY_EDITOR
const float rotationScaler = 1.0f;
#else
const float rotationScaler = 0.25f;
#endif
Vector2 delta = Gamepad.current.rightStick.ReadValue() * rotationScaler;
direction += new Vector2(delta.x, delta.y * (InvertY ? 1.0f : -1.0f));
}
#else
// TODO - [Cameron-Micka] is is possible to query the right stick without setting up virtual axes in the legacy input system?
#endif // USE_INPUT_SYSTEM
return direction;
}
/// <summary>
/// Turns WASD/stick controls into an input vector.
/// </summary>
private Vector3 GetInputTranslationDirection()
{
Vector3 direction = Vector3.zero;
#if USE_INPUT_SYSTEM
if (Keyboard.current != null)
{
if (Keyboard.current.wKey.isPressed) { direction += Vector3.forward; }
if (Keyboard.current.sKey.isPressed) { direction += Vector3.back; }
if (Keyboard.current.aKey.isPressed) { direction += Vector3.left; }
if (Keyboard.current.dKey.isPressed) { direction += Vector3.right; }
if (Keyboard.current.qKey.isPressed) { direction += Vector3.down; }
if (Keyboard.current.eKey.isPressed) { direction += Vector3.up; }
direction.Normalize();
}
if (Gamepad.current != null)
{
Vector2 stick = Gamepad.current.leftStick.ReadValue();
direction += new Vector3(stick.x, 0.0f, stick.y);
}
#else
if (Input.GetKey(KeyCode.W)) { direction += Vector3.forward; }
if (Input.GetKey(KeyCode.S)) { direction += Vector3.back; }
if (Input.GetKey(KeyCode.A)) { direction += Vector3.left; }
if (Input.GetKey(KeyCode.D)) { direction += Vector3.right; }
if (Input.GetKey(KeyCode.Q)) { direction += Vector3.down; }
if (Input.GetKey(KeyCode.E)) { direction += Vector3.up; }
direction.Normalize();
direction += new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical"));
#endif // USE_INPUT_SYSTEM
return direction;
}
}
}
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FILE: VisualProfilerUnityProject/Assets/Scripts/SampleControls.cs
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// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
using System.Collections;
using UnityEngine;
namespace Microsoft.MixedReality.Profiling.Sample
{
public class SampleControls : MonoBehaviour
{
public GameObject Profiler3D;
public GameObject Profiler3DFollow;
public GameObject Profiler2D;
public GameObject Ball;
public Transform BallSpawn;
private int selectionIndex = 0;
private string[] selectionStrings = { "Profiler 3D", "Profiler 3D Follow", "Profiler 2D" };
private void OnGUI()
{
selectionIndex = GUI.SelectionGrid(new Rect(10, 10, 280, 40), selectionIndex, selectionStrings, 2);
switch (selectionIndex)
{
default:
case 0:
{
Profiler3D.SetActive(true);
Profiler3DFollow.SetActive(false);
Profiler2D.SetActive(false);
}
break;
case 1:
{
Profiler3D.SetActive(false);
Profiler3DFollow.SetActive(true);
Profiler2D.SetActive(false);
}
break;
case 2:
{
Profiler3D.SetActive(false);
Profiler3DFollow.SetActive(false);
Profiler2D.SetActive(true);
}
break;
}
if (GUI.Button(new Rect(10, 60, 80, 20), "Reset Balls"))
{
if (BallSpawn != null)
{
foreach (Transform child in BallSpawn.transform)
{
Destroy(child.gameObject);
}
}
}
}
private void Start()
{
StartCoroutine(SpawnBalls());
}
private IEnumerator SpawnBalls()
{
while (Ball != null && BallSpawn != null)
{
Instantiate(Ball, BallSpawn).GetComponent<Rigidbody>().angularVelocity = Random.insideUnitSphere;
yield return new WaitForSeconds(0.1f);
}
}
}
}
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FILE: VisualProfilerUnityProject/Packages/packages-lock.json
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Tags{ "RenderType" = "Opaque" }
Blend Off
ZWrite On
ZTest Always
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// Comment in to help with RenderDoc debugging.
//#pragma enable_d3d11_debug_symbols
#pragma multi_compile_instancing
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed3 color : COLOR0;
fixed3 baseColor : COLOR1;
float2 uv : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _FontTexture;
float2 _FontScale;
float4x4 _WindowLocalToWorldMatrix;
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _Color)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _BaseColor)
UNITY_DEFINE_INSTANCED_PROP(float4, _UVOffsetScaleX)
UNITY_INSTANCING_BUFFER_END(Props)
v2f vert(appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 uvOffsetScaleX = UNITY_ACCESS_INSTANCED_PROP(Props, _UVOffsetScaleX);
// The verticies on the right (UV 1, x) are scaled in the positive X direction for progress bars.
float3 localVertex = v.vertex.xyz;
localVertex.x += v.uv.x * uvOffsetScaleX.z;
// Convert from window (local) to world space.
// We do this in the vertex shader to avoid having to iterate over all instances each frame.
o.vertex = mul(UNITY_MATRIX_VP, mul(_WindowLocalToWorldMatrix, mul(unity_ObjectToWorld, float4(localVertex, 1.0))));
// MaterialPropertyBlocks do not have a SetColorArray method, so we need to do color space conversions ourselves.
#if defined(UNITY_COLORSPACE_GAMMA)
o.color = UNITY_ACCESS_INSTANCED_PROP(Props, _Color).rgb;
o.baseColor = UNITY_ACCESS_INSTANCED_PROP(Props, _BaseColor).rgb;
#else
o.color = GammaToLinearSpace(UNITY_ACCESS_INSTANCED_PROP(Props, _Color).rgb);
o.baseColor = GammaToLinearSpace(UNITY_ACCESS_INSTANCED_PROP(Props, _BaseColor).rgb);
#endif
// Scale and offset UVs.
o.uv = (v.uv * _FontScale) + uvOffsetScaleX.xy;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 font = tex2D(_FontTexture, i.uv);
fixed alpha = font.r;
return fixed4((i.baseColor * (1.0 - alpha)) + (font.rgb * i.color * alpha), 1.0);
}
ENDCG
}
}
}
================================================
FILE: com.microsoft.mixedreality.visualprofiler/Data/VisualProfiler.shader.meta
================================================
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guid: 59811c61128561c4aa91d25965b11afb
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
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FILE: com.microsoft.mixedreality.visualprofiler/Microsoft.MixedReality.VisualProfiler.asmdef
================================================
{
"name": "Microsoft.MixedReality.VisualProfiler",
"rootNamespace": "Microsoft.MixedReality.Profiling",
"references": [],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
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================================================
FILE: com.microsoft.mixedreality.visualprofiler/VisualProfiler.cs
================================================
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
using System;
using System.Text;
using Unity.Profiling;
using UnityEngine;
using UnityEngine.Profiling;
using UnityEngine.Rendering;
#if UNITY_STANDALONE_WIN || UNITY_WSA
using UnityEngine.Windows.Speech;
#endif
#if WINDOWS_UWP
using Windows.System;
#endif
namespace Microsoft.MixedReality.Profiling
{
/// <summary>
///
/// ABOUT: The VisualProfiler provides a drop in solution for viewing your Mixed Reality
/// Unity application's frame rate and memory usage. Missed frames are displayed over time to
/// visually find problem areas. Draw calls, batches, and vertex (or triangle) counts are displayed to
/// diagnose scene complexity. Memory is reported as current, peak and max usage in a bar graph.
///
/// USAGE: To use this profiler simply add this script as a component of any GameObject in
/// your Unity scene. The profiler is initially active and visible (toggle-able via the
/// IsVisible property), but can be toggled via the enabled/disable voice commands keywords (in Windows/UWP).
///
/// IMPORTANT: Please make sure to add the microphone capability to your UWP app if you plan
/// on using the enable/disable keywords, in Unity under Edit -> Project Settings ->
/// Player -> Settings for Windows Store -> Publishing Settings -> Capabilities or in your
/// Visual Studio Package.appxmanifest capabilities.
///
/// </summary>
public sealed class VisualProfiler : MonoBehaviour, ISerializationCallbackReceiver
{
[Header("Profiler Settings")]
[SerializeField, Tooltip("Is the profiler currently visible? If disabled, prevents the profiler from rendering but still allows it to track memory usage.")]
private bool isVisible = true;
/// <summary>
/// Is the profiler currently visible? If disabled, prevents the profiler from rendering but still allows it to track memory usage.
/// </summary>
public bool IsVisible
{
get { return isVisible; }
set { isVisible = value; }
}
[SerializeField, Tooltip("The amount of time, in seconds, to collect frames before frame rate averaging.")]
private float frameSampleRate = 0.3f;
/// <summary>
/// The amount of time, in seconds, to collect frames before frame rate averaging.
/// </summary>
public float FrameSampleRate
{
get { return frameSampleRate; }
set
{
frameSampleRate = value;
frameSampleRateMS = frameSampleRate * 1000.0f;
}
}
[SerializeField, Min(0.0f), Tooltip("What frame rate should the app target if one cannot be determined by the XR device.")]
private float defaultFrameRate = 60.0f;
/// <summary>
/// What frame rate should the app target if one cannot be determined by the XR device.
/// </summary>
public float DefaultFrameRate
{
get { return defaultFrameRate; }
set { defaultFrameRate = Mathf.Max(value, 0.0f); }
}
[SerializeField, Range(0.0f, 1.0f), Tooltip("A missed frame is considered when the frame rate is less than the target frame rate times the missed frame percentage.")]
private float missedFramePercentage = 0.9f;
/// <summary>
/// A missed frame is considered when the frame rate is less than the target frame rate times the missed frame percentage."
/// </summary>
public float MissedFramePercentage
{
get { return missedFramePercentage; }
set { missedFramePercentage = Mathf.Clamp01(value); }
}
[SerializeField, Range(0, 2), Tooltip("How many decimal places to display on numeric strings.")]
private int displayedDecimalDigits = 1;
[SerializeField, Tooltip("Display triangle count instead of vertex count in the profiler.")]
private bool displayTriangleCount = false;
[SerializeField, Tooltip("Table of QualitySettings.GetQualityLevel index to batches budget. When values are above this budget the text will change color.")]
private int[] batchesQualityLevelBudget = new int[0];
/// <summary>
/// Table of QualitySettings.GetQualityLevel index to batches budget. When values are above this budget the text will change color.
/// </summary>
public int[] BatchesQualityLevelBudget
{
get { return batchesQualityLevelBudget; }
set { batchesQualityLevelBudget = value; }
}
[SerializeField, Tooltip("Table of QualitySettings.GetQualityLevel index to draw calls budget. When values are above this budget the text will change color.")]
private int[] drawCallsQualityLevelBudget = new int[0];
/// <summary>
/// Table of QualitySettings.GetQualityLevel index to draw calls budget. When values are above this budget the text will change color.
/// </summary>
public int[] DrawCallsQualityLevelBudget
{
get { return drawCallsQualityLevelBudget; }
set { drawCallsQualityLevelBudget = value; }
}
[SerializeField, Tooltip("Table of QualitySettings.GetQualityLevel index to vertex (or triangle) budget. When values are above this budget the text will change color.")]
private int[] meshStatsQualityLevelBudget = new int[0];
/// <summary>
/// Table of QualitySettings.GetQualityLevel index to vertex (or triangle) budget. When values are above this budget the text will change color.
/// </summary>
public int[] MeshStatsQualityLevelBudget
{
get { return meshStatsQualityLevelBudget; }
set { meshStatsQualityLevelBudget = value; }
}
[Header("Window Settings")]
[SerializeField, Tooltip("What part of the view port to anchor the window to.")]
private TextAnchor windowAnchor = TextAnchor.LowerCenter;
/// <summary>
/// What part of the view port to anchor the window to.
/// </summary>
public TextAnchor WindowAnchor
{
get { return windowAnchor; }
set { windowAnchor = value; }
}
[SerializeField, Tooltip("The offset from the view port center applied based on the window anchor selection.")]
private Vector2 windowOffset = new Vector2(0.1f, 0.1f);
/// <summary>
/// The offset from the view port center applied based on the window anchor selection.
/// </summary>
public Vector2 WindowOffset
{
get { return windowOffset; }
set { windowOffset = value; }
}
[SerializeField, Range(0.5f, 10.0f), Tooltip("Use to scale the window size up or down, can simulate a zooming effect.")]
private float windowScale = 1.0f;
/// <summary>
/// Use to scale the window size up or down, can simulate a zooming effect.
/// </summary>
public float WindowScale
{
get { return windowScale; }
set { windowScale = Mathf.Clamp(value, 0.5f, 10.0f); }
}
[SerializeField, Range(0.0f, 100.0f), Tooltip("How quickly to interpolate the window towards its target position and rotation.")]
private float windowFollowSpeed = 5.0f;
/// <summary>
/// How quickly to interpolate the window towards its target position and rotation.
/// </summary>
public float WindowFollowSpeed
{
get { return windowFollowSpeed; }
set { windowFollowSpeed = Mathf.Abs(value); }
}
[SerializeField, Tooltip("Should the window snap to location rather than interpolate?")]
private bool snapWindow = false;
/// <summary>
/// Should the window snap to location rather than interpolate?
/// </summary>
public bool SnapWindow
{
get { return snapWindow; }
set { snapWindow = value; }
}
[SerializeField, Tooltip("Should the window always align to the camera? (No local rotation.)")]
private bool alignToCamera = false;
/// <summary>
/// Should the window always align to the camera? (No local rotation.)
/// </summary>
public bool AlignToCamera
{
get { return alignToCamera; }
set { alignToCamera = value; }
}
[SerializeField, Tooltip("If specified, the profiler window will follow this transform instead of the main camera.")]
private Transform transformToFollow = null;
/// <summary>
/// If specified, the profiler window will follow this transform instead of the main camera.
/// </summary>
public Transform TransformToFollow
{
get { return transformToFollow; }
set { transformToFollow = value; }
}
/// <summary>
/// Access the CPU frame rate (in frames per second).
/// </summary>
public float SmoothCpuFrameRate { get; private set; }
/// <summary>
/// Access the GPU frame rate (in frames per second). Will return zero when GPU profiling is not available.
/// </summary>
public float SmoothGpuFrameRate { get; private set; }
/// <summary>
/// Returns the target frame rate for the current platform.
/// </summary>
public float TargetFrameRate
{
get
{
// If the current XR SDK does not report refresh rate information, assume 60Hz.
float refreshRate = 0;
#if ENABLE_VR
refreshRate = UnityEngine.XR.XRDevice.refreshRate;
#endif
return ((int)refreshRate == 0) ? defaultFrameRate : refreshRate;
}
}
/// <summary>
gitextract_18evvys6/
├── .github/
│ ├── ISSUE_TEMPLATE/
│ │ ├── bug-report.md
│ │ ├── documentation-issue.md
│ │ └── feature-request.md
│ ├── issue_template.md
│ └── pull_request_template.md
├── .gitignore
├── LICENSE
├── README.md
├── SECURITY.md
├── VisualProfilerUnityProject/
│ ├── .gitignore
│ ├── Assets/
│ │ ├── Materials/
│ │ │ ├── Ball.mat
│ │ │ ├── Ball.mat.meta
│ │ │ ├── Box.mat
│ │ │ ├── Box.mat.meta
│ │ │ ├── Floor.mat
│ │ │ └── Floor.mat.meta
│ │ ├── Materials.meta
│ │ ├── Prefabs/
│ │ │ ├── Ball.prefab
│ │ │ └── Ball.prefab.meta
│ │ ├── Prefabs.meta
│ │ ├── Scenes/
│ │ │ ├── SampleScene.unity
│ │ │ └── SampleScene.unity.meta
│ │ ├── Scenes.meta
│ │ ├── Scripts/
│ │ │ ├── FlyCameraController.cs
│ │ │ ├── FlyCameraController.cs.meta
│ │ │ ├── Microsoft.MixedReality.Profiling.Sample.asmdef
│ │ │ ├── Microsoft.MixedReality.Profiling.Sample.asmdef.meta
│ │ │ ├── SampleControls.cs
│ │ │ └── SampleControls.cs.meta
│ │ ├── Scripts.meta
│ │ ├── UniversalRenderPipelineAsset.asset
│ │ ├── UniversalRenderPipelineAsset.asset.meta
│ │ ├── UniversalRenderPipelineAssetRenderer.asset
│ │ ├── UniversalRenderPipelineAssetRenderer.asset.meta
│ │ ├── UniversalRenderPipelineGlobalSettings.asset
│ │ └── UniversalRenderPipelineGlobalSettings.asset.meta
│ ├── Packages/
│ │ ├── manifest.json
│ │ └── packages-lock.json
│ └── ProjectSettings/
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── MemorySettings.asset
│ ├── NavMeshAreas.asset
│ ├── PackageManagerSettings.asset
│ ├── Packages/
│ │ └── com.unity.testtools.codecoverage/
│ │ └── Settings.json
│ ├── Physics2DSettings.asset
│ ├── PresetManager.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── SceneTemplateSettings.json
│ ├── ShaderGraphSettings.asset
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── URPProjectSettings.asset
│ ├── UnityConnectSettings.asset
│ ├── VFXManager.asset
│ ├── VersionControlSettings.asset
│ └── XRSettings.asset
└── com.microsoft.mixedreality.visualprofiler/
├── Data/
│ ├── Font.png.meta
│ ├── VisualProfiler.mat
│ ├── VisualProfiler.mat.meta
│ ├── VisualProfiler.shader
│ └── VisualProfiler.shader.meta
├── Data.meta
├── Microsoft.MixedReality.VisualProfiler.asmdef
├── Microsoft.MixedReality.VisualProfiler.asmdef.meta
├── VisualProfiler.cs
├── VisualProfiler.cs.meta
├── package.json
└── package.json.meta
SYMBOL INDEX (61 symbols across 3 files)
FILE: VisualProfilerUnityProject/Assets/Scripts/FlyCameraController.cs
class CameraState (line 23) | private class CameraState
method SetFromTransform (line 28) | public void SetFromTransform(Transform t)
method Translate (line 35) | public void Translate(Vector3 translation)
method LerpTowards (line 41) | public void LerpTowards(CameraState target, float positionLerp, float ...
method UpdateTransform (line 47) | public void UpdateTransform(Transform t)
method OnEnable (line 87) | private void OnEnable()
method Start (line 96) | private void Start()
FILE: VisualProfilerUnityProject/Assets/Scripts/SampleControls.cs
class SampleControls (line 9) | public class SampleControls : MonoBehaviour
method OnGUI (line 21) | private void OnGUI()
method Start (line 63) | private void Start()
method SpawnBalls (line 68) | private IEnumerator SpawnBalls()
FILE: com.microsoft.mixedreality.visualprofiler/VisualProfiler.cs
class VisualProfiler (line 38) | public sealed class VisualProfiler : MonoBehaviour, ISerializationCallba...
class ProfilerGroup (line 307) | [Serializable]
class Marker (line 313) | [Serializable]
type OperationType (line 316) | public enum OperationType
method Init (line 322) | public void Init(int capacity)
method Update (line 332) | public void Update()
method Dispose (line 354) | public void Dispose()
method Start (line 398) | public void Start()
method Update (line 421) | public void Update()
method Stop (line 429) | public void Stop()
method Reset (line 439) | public void Reset()
method ReadyToPresent (line 445) | public bool ReadyToPresent()
method CalculateAverage (line 462) | public float CalculateAverage()
method CalculateDisplayValue (line 485) | public float CalculateDisplayValue()
type ProfilerDisplayOrderType (line 502) | public enum ProfilerDisplayOrderType
class TextData (line 558) | private class TextData
method TextData (line 566) | public TextData(Vector3 position, bool rightAligned, int offset, str...
method Refresh (line 636) | public void Refresh()
method CustomUpdate (line 654) | public void CustomUpdate()
method OnEnable (line 664) | private void OnEnable()
method OnDisable (line 725) | private void OnDisable()
method OnValidate (line 750) | private void OnValidate()
method OnBeforeSerialize (line 755) | public void OnBeforeSerialize()
method OnAfterDeserialize (line 767) | public void OnAfterDeserialize() { }
method LateUpdate (line 769) | private void LateUpdate()
method InternalUpdate (line 777) | private void InternalUpdate()
method BuildWindow (line 1089) | private void BuildWindow()
method BuildQualityLevelStrings (line 1260) | private void BuildQualityLevelStrings()
method BuildFrameRateStrings (line 1274) | private void BuildFrameRateStrings()
method BuildCharacterUVs (line 1324) | private void BuildCharacterUVs()
method CalculateWindowPosition (line 1341) | private Vector3 CalculateWindowPosition(Transform cameraTransform)
method CalculateWindowRotation (line 1373) | private Quaternion CalculateWindowRotation(Transform cameraTransform)
method LayoutText (line 1395) | void LayoutText(TextData data)
method SetText (line 1417) | void SetText(TextData data, char[] text, int count, Color color, int j...
method BuildKeywordRecognizer (line 1473) | private void BuildKeywordRecognizer()
method OnPhraseRecognized (line 1484) | private void OnPhraseRecognized(PhraseRecognizedEventArgs args)
method MemoryUsageToString (line 1490) | private void MemoryUsageToString(char[] buffer, int displayedDecimalDi...
method SceneStatsToString (line 1516) | private void SceneStatsToString(char[] buffer, TextData data, long cou...
method MeshStatsToString (line 1543) | private void MeshStatsToString(char[] buffer, int displayedDecimalDigi...
method ProfilerValueToString (line 1568) | private void ProfilerValueToString(char[] buffer, int displayedDecimal...
method QualityLevelBudgetToColor (line 1596) | private Color QualityLevelBudgetToColor(int[] qualityLevelBudget, long...
method ToCharArray (line 1608) | private static char[] ToCharArray(StringBuilder stringBuilder)
method ItoA (line 1620) | private static int ItoA(int value, char[] buffer, int bufferIndex)
method FtoA (line 1650) | private static int FtoA(float value, int displayedDecimalDigits, char[...
method WillDisplayedProfilerValueDiffer (line 1705) | private static bool WillDisplayedProfilerValueDiffer(float oldValue, f...
method WillDisplayedMeshStatsCountDiffer (line 1712) | private static bool WillDisplayedMeshStatsCountDiffer(long oldCount, l...
method WillDisplayedMemoryUsageDiffer (line 1719) | private static bool WillDisplayedMemoryUsageDiffer(ulong oldUsage, ulo...
method ConvertMegabytesToBytes (line 1728) | private static ulong ConvertMegabytesToBytes(int megabytes)
method ConvertBytesToMegabytes (line 1733) | private static float ConvertBytesToMegabytes(ulong bytes)
method ConvertMegabytesToGigabytes (line 1738) | private static float ConvertMegabytesToGigabytes(float megabytes)
Condensed preview — 75 files, each showing path, character count, and a content snippet. Download the .json file or copy for the full structured content (269K chars).
[
{
"path": ".github/ISSUE_TEMPLATE/bug-report.md",
"chars": 820,
"preview": "---\r\nname: Bug report\r\nabout: Create a bug report to help us improve\r\ntitle: ''\r\nlabels: Bug\r\nassignees: ''\r\n\r\n---\r\n\r\n##"
},
{
"path": ".github/ISSUE_TEMPLATE/documentation-issue.md",
"chars": 428,
"preview": "---\r\nname: Documentation Issue\r\nabout: 'Something in our doc is missing or incorrect '\r\ntitle: ''\r\nlabels: Documentation"
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{
"path": ".github/ISSUE_TEMPLATE/feature-request.md",
"chars": 597,
"preview": "---\r\nname: Feature Request\r\nabout: Suggest an idea for the Visual Profiler\r\ntitle: ''\r\nlabels: Feature Request\r\nassignee"
},
{
"path": ".github/issue_template.md",
"chars": 195,
"preview": "## Overview\r\n\r\n## Expected behavior\r\n\r\n## Actual behavior\r\n\r\n## Steps to reproduce\r\n_(Links to sample github project pre"
},
{
"path": ".github/pull_request_template.md",
"chars": 786,
"preview": "## Overview\r\n\r\n\r\n## Changes\r\n- Fixes: # .\r\n\r\n\r\n## Verification\r\n> This optional section is a place where you can detail "
},
{
"path": ".gitignore",
"chars": 37,
"preview": "# Visual Studio cache directory\n.vs/\n"
},
{
"path": "LICENSE",
"chars": 1141,
"preview": " MIT License\n\n Copyright (c) Microsoft Corporation.\n\n Permission is hereby granted, free of charge, to any pers"
},
{
"path": "README.md",
"chars": 6100,
"preview": "# Visual Profiler\n\nThe Visual Profiler provides a drop in solution for viewing your mixed reality Unity application's fr"
},
{
"path": "SECURITY.md",
"chars": 2757,
"preview": "<!-- BEGIN MICROSOFT SECURITY.MD V0.0.8 BLOCK -->\n\n## Security\n\nMicrosoft takes the security of our software products an"
},
{
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"chars": 1429,
"preview": "# This .gitignore file should be placed at the root of your Unity project directory\n#\n# Get latest from https://github.c"
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About this extraction
This page contains the full source code of the microsoft/VisualProfiler-Unity GitHub repository, extracted and formatted as plain text for AI agents and large language models (LLMs). The extraction includes 75 files (245.1 KB), approximately 78.2k tokens, and a symbol index with 61 extracted functions, classes, methods, constants, and types. Use this with OpenClaw, Claude, ChatGPT, Cursor, Windsurf, or any other AI tool that accepts text input. You can copy the full output to your clipboard or download it as a .txt file.
Extracted by GitExtract — free GitHub repo to text converter for AI. Built by Nikandr Surkov.