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These are the user uploaded subtitles that are being translated: 1 00:00:03,360 --> 00:00:06,510 So in this video, we're now going to take a look at the profiler. 2 00:00:06,780 --> 00:00:12,060 Profiler is really useful when you wanting to debug a game and you want to know more about what's going 3 00:00:12,060 --> 00:00:14,070 on behind the scenes. 4 00:00:14,400 --> 00:00:16,080 And now the actual game is running. 5 00:00:16,440 --> 00:00:23,580 OK, you can find the profiler on the window sequencing analysis, rather, and profiler. 6 00:00:23,910 --> 00:00:26,560 OK, now you've got a profiler or a profiler standalone. 7 00:00:26,580 --> 00:00:28,530 I'd recommend using the profiler at the moment. 8 00:00:29,130 --> 00:00:34,110 And if this comes up like this now, it does look a little bit intimidating to begin with. 9 00:00:34,980 --> 00:00:41,820 What I'm going to do, I'm actually going to duck this down here and I bring this up like this. 10 00:00:45,610 --> 00:00:48,130 Bring this down so I can see more of what's going on. 11 00:00:48,580 --> 00:00:50,650 By default, it should be ready to record. 12 00:00:51,010 --> 00:00:58,570 OK, if that's not highlighted, just make sure you press that and to maybe the audio, but don't maximize 13 00:00:58,570 --> 00:00:59,470 on play at the moment. 14 00:00:59,830 --> 00:01:01,480 And I'm just going to press play. 15 00:01:01,900 --> 00:01:04,660 OK, then you'll start to see all sorts of business going on here. 16 00:01:05,350 --> 00:01:06,240 OK, here we go. 17 00:01:06,250 --> 00:01:10,480 It's starting to show me exactly what's going on in terms of every frame. 18 00:01:10,960 --> 00:01:16,510 So as soon as I press pause, OK, allows me then to analyze exactly what's going on. 19 00:01:17,110 --> 00:01:21,600 So if you take a look at the timeline at the bottom, this is actually showing me my main thread in 20 00:01:21,610 --> 00:01:28,870 my runda thread, showing me what the actual processes are and what's happening with any one of these. 21 00:01:28,870 --> 00:01:31,900 You can just click on these in order to get a little bit more detail. 22 00:01:32,590 --> 00:01:32,980 All right. 23 00:01:34,420 --> 00:01:37,340 And we'll come to a lot of these later. 24 00:01:37,390 --> 00:01:39,100 Different jobs that's doing. 25 00:01:39,100 --> 00:01:45,880 You can review these how long they're taking in terms of milliseconds, etc. So there's all sorts of 26 00:01:45,880 --> 00:01:47,170 things going on there. 27 00:01:47,590 --> 00:01:52,720 But what I want to focus on at the moment is the draw calls. 28 00:01:53,050 --> 00:01:55,150 OK, so that'll actually be part of my rendering. 29 00:01:55,780 --> 00:01:59,140 So if I click on rendering, it's actually going to show me now. 30 00:01:59,890 --> 00:02:02,500 And he's actually saying draw calls zero. 31 00:02:02,740 --> 00:02:05,620 That's interesting saying that. 32 00:02:06,990 --> 00:02:07,380 Um. 33 00:02:10,520 --> 00:02:14,120 To make sure that we go, that's better. 34 00:02:14,180 --> 00:02:14,600 All right. 35 00:02:14,810 --> 00:02:18,140 I don't think I was I had not been selected on the screen. 36 00:02:18,230 --> 00:02:19,490 So you do have to select something. 37 00:02:19,820 --> 00:02:22,100 So the moment I got 25, Dracul. 38 00:02:22,760 --> 00:02:26,900 So a lot of these objects are now being basically separated and to draw close. 39 00:02:27,380 --> 00:02:33,800 And where we say static batching batched locals were on zero, but means that it takes a bunch of objects 40 00:02:33,800 --> 00:02:38,600 and sticks them all together in one group and it saves draw cork's. 41 00:02:39,020 --> 00:02:39,410 OK. 42 00:02:39,770 --> 00:02:46,580 And it's rendering the total of one point 8000 triangles, two point 9000 vertices. 43 00:02:46,850 --> 00:02:48,640 That's what's in our scene set. 44 00:02:48,740 --> 00:02:49,880 Pascals is three. 45 00:02:49,910 --> 00:02:52,190 So in the words, how many separate elements are there? 46 00:02:52,190 --> 00:02:53,170 There's the ground. 47 00:02:53,180 --> 00:02:55,700 There's these there's the trees. 48 00:02:56,090 --> 00:02:56,440 OK. 49 00:02:57,110 --> 00:03:03,840 What that means is basically any item with a separate material since all these items of an. 50 00:03:04,890 --> 00:03:08,220 The same material because it's texture. 51 00:03:09,060 --> 00:03:15,150 They all come under one set, Pascall the trees are using the different material and the ground is using 52 00:03:15,150 --> 00:03:15,990 the different material. 53 00:03:16,970 --> 00:03:18,030 Can't use textures. 54 00:03:18,030 --> 00:03:23,100 We're only have three taking up a total of one hundred and six point eight megabytes in memory, or 55 00:03:23,100 --> 00:03:26,340 at least video ram render textures at the moment. 56 00:03:26,670 --> 00:03:29,160 Just six, up to 34 megabytes. 57 00:03:29,310 --> 00:03:39,270 OK, as it gives you loads of great information, it also displays is a visual guide as to what's happening 58 00:03:39,270 --> 00:03:40,560 in terms of your rendering. 59 00:03:40,830 --> 00:03:44,060 So you can see exactly how many milliseconds it's taken to render. 60 00:03:45,610 --> 00:03:51,830 What we can also see under our CPU is the time in which rendering is plain scripts. 61 00:03:51,850 --> 00:03:58,450 There aren't any scripts at the moment and physics animations, garbage collection, V Sync switch, 62 00:03:58,450 --> 00:04:02,980 v sync after that should be zero global illumination, UI and all this. 63 00:04:03,010 --> 00:04:07,000 So most of it at the moment is taken up with others and rendering. 64 00:04:07,750 --> 00:04:09,910 So you can actually switch some of these off. 65 00:04:10,310 --> 00:04:13,570 So, for example, I switch all of these off. 66 00:04:14,380 --> 00:04:15,970 So I'm just left with rendering and others. 67 00:04:15,970 --> 00:04:17,410 And you can see there was no change. 68 00:04:17,710 --> 00:04:20,500 So all of those with nothing for switch of the off. 69 00:04:21,040 --> 00:04:22,720 This is what's left in our rendering. 70 00:04:23,530 --> 00:04:25,470 Now, the others, I'm not entirely sure. 71 00:04:25,600 --> 00:04:26,830 Covid in this. 72 00:04:28,930 --> 00:04:32,380 Well, rendering is is our main concern at the moment. 73 00:04:32,770 --> 00:04:35,890 And so we can see this relatively low. 74 00:04:36,280 --> 00:04:43,870 You can actually use your slide or at the bottom to move out, and it's got these little caps on the 75 00:04:43,870 --> 00:04:44,050 end. 76 00:04:44,050 --> 00:04:52,210 So you can actually bring these and just make sure you're actually clicked on the item that you want 77 00:04:52,210 --> 00:04:52,780 to see. 78 00:04:55,090 --> 00:04:56,440 It only gives us that. 79 00:04:56,860 --> 00:04:58,600 That was when I actually started. 80 00:04:58,600 --> 00:04:59,770 That's when we pulled it. 81 00:04:59,770 --> 00:05:01,720 So there's no other elements to see the. 82 00:05:04,370 --> 00:05:04,760 OK. 83 00:05:05,360 --> 00:05:10,520 You also have memory as well, if I can see a spike in memory happening right there. 84 00:05:10,940 --> 00:05:15,860 Some things happened at that particular point in time, so you might want to memory and find out exactly 85 00:05:15,860 --> 00:05:16,730 what's going on there. 86 00:05:17,510 --> 00:05:21,620 And we get our different audio. 87 00:05:22,790 --> 00:05:27,770 For some reason, we've got some sort of audio going on, any kind of video devices. 88 00:05:27,770 --> 00:05:31,070 We've got no video rendering, any kind of physics elements. 89 00:05:31,760 --> 00:05:34,820 We've got no physics in there at the moment other than the box collider. 90 00:05:35,540 --> 00:05:39,260 Physics to the network in messages, if you're doing anything online. 91 00:05:39,710 --> 00:05:45,980 Network operations, once again, if it's online, UI is a user interface, any kind of 2D graphics 92 00:05:45,980 --> 00:05:46,940 that are on the screen. 93 00:05:47,180 --> 00:05:53,270 We don't really have any of that at the moment, even though we're getting these very, very tiny spikes 94 00:05:54,440 --> 00:05:56,450 and then global illumination. 95 00:05:56,480 --> 00:05:56,900 Wow. 96 00:05:57,200 --> 00:06:05,270 This is basically all of the lighting since we actually have a directional light in there at the moment. 97 00:06:05,280 --> 00:06:09,080 Presumably most of this is coming from the way it's interacting with these objects. 98 00:06:09,860 --> 00:06:11,210 And then virtual texturing. 99 00:06:12,140 --> 00:06:12,500 OK. 100 00:06:12,800 --> 00:06:17,750 So as part of our rendering, then we've got a drawer full of 25. 101 00:06:17,990 --> 00:06:18,800 Let's remember that. 102 00:06:21,320 --> 00:06:21,760 I know. 103 00:06:21,760 --> 00:06:23,090 Want to do switch this off. 104 00:06:23,810 --> 00:06:26,910 I want to take all of these blue elements. 105 00:06:27,000 --> 00:06:31,700 Just hold shift and click on this one and the want to drag them onto ground. 106 00:06:32,000 --> 00:06:33,830 So I'm going to parent them to the ground. 107 00:06:34,560 --> 00:06:36,620 The same with all these just shift. 108 00:06:37,070 --> 00:06:39,050 Let's drag them all onto the ground. 109 00:06:39,620 --> 00:06:39,950 OK. 110 00:06:40,430 --> 00:06:44,630 In this way, we can then close down the ground and thus all of these items parented. 111 00:06:45,200 --> 00:06:46,860 So now click on ground. 112 00:06:47,480 --> 00:06:53,600 And I can now choose static basically means that these objects will not move. 113 00:06:54,110 --> 00:06:55,880 I'm going to say you change the children. 114 00:06:56,240 --> 00:06:58,180 That changes all of the subelements. 115 00:06:58,190 --> 00:06:59,150 That's all of those. 116 00:06:59,810 --> 00:07:06,680 OK, and what it's done is basically to take to all of these items on all these items are basically 117 00:07:06,680 --> 00:07:09,350 meant to optimize the performance. 118 00:07:09,830 --> 00:07:16,010 If an object doesn't move, always market is static, OK, because otherwise unity is going to pay special 119 00:07:16,010 --> 00:07:20,330 attention to the object, thinking it's going to change position from frame to frame. 120 00:07:20,750 --> 00:07:21,500 And it never will. 121 00:07:22,100 --> 00:07:27,140 If it's static, it knows it's always going to be in place, then it can do its optimization stuff. 122 00:07:29,180 --> 00:07:34,190 So wherever we've got these animators who probably have it on, all of them, some signal shift. 123 00:07:35,420 --> 00:07:35,810 OK. 124 00:07:35,840 --> 00:07:43,520 When you get something like that, it basically means you can't select multiple different types, just 125 00:07:43,520 --> 00:07:44,750 all these mobile tombs. 126 00:07:44,750 --> 00:07:47,810 And you can right click on the animation, choose remove component. 127 00:07:49,700 --> 00:07:53,200 Same with all of these just right click remove component. 128 00:07:53,210 --> 00:08:02,450 Don't need any animations, trees, right click remove component and the first tree right click remove 129 00:08:02,450 --> 00:08:03,230 component. 130 00:08:07,790 --> 00:08:08,870 Mobile on alert. 131 00:08:08,960 --> 00:08:10,160 All right, that's great. 132 00:08:10,590 --> 00:08:16,880 Now, on all of these items at the moment, we're going to leave the cash to those who receive shadow 133 00:08:16,880 --> 00:08:17,150 zone. 134 00:08:17,720 --> 00:08:19,280 Later, we're going to switch those off. 135 00:08:19,670 --> 00:08:20,000 All right. 136 00:08:20,010 --> 00:08:24,740 The reason why we're leaving them on at the moment is so that we can actually bake some lighting. 137 00:08:24,740 --> 00:08:29,100 So now that we've made all of these static lights. 138 00:08:29,120 --> 00:08:30,950 Now to another profile. 139 00:08:31,730 --> 00:08:37,880 So just like the soap press play again, and it should start right from the beginning. 140 00:08:40,710 --> 00:08:44,250 You go and press pause. 141 00:08:45,210 --> 00:08:46,320 All right, so he stopped. 142 00:08:46,710 --> 00:08:54,150 So now if I click anywhere and I click rendering, we've now got full draw calls. 143 00:08:54,450 --> 00:09:00,540 OK, so massive saving static button is now patched recalls of 24. 144 00:09:00,990 --> 00:09:02,430 So many items we had before. 145 00:09:02,850 --> 00:09:04,300 Now patch them all up. 146 00:09:04,320 --> 00:09:08,580 And it's only sending four commands from the CPU to the GPU. 147 00:09:08,790 --> 00:09:14,850 So that's going to instantly make your frames per second so much better and it's going to be so much 148 00:09:14,850 --> 00:09:15,330 faster. 149 00:09:16,320 --> 00:09:16,670 OK. 150 00:09:16,710 --> 00:09:21,540 Notice also triangles are only one point eight thousand vertices, two point nine thousand. 151 00:09:21,840 --> 00:09:22,830 They haven't changed. 152 00:09:23,010 --> 00:09:23,490 OK. 153 00:09:24,270 --> 00:09:26,280 Use textures is exactly the same. 154 00:09:26,280 --> 00:09:28,110 Render textures is exactly the same. 155 00:09:28,440 --> 00:09:28,740 All right. 156 00:09:28,740 --> 00:09:30,150 So it doesn't do anything there. 157 00:09:30,480 --> 00:09:37,800 It basically just speeds up the process between the CPU and the GP, a CPU. 158 00:09:37,950 --> 00:09:42,250 You'll notice that rendering looks like it's got a lot bigger. 159 00:09:42,570 --> 00:09:48,300 But as soon as I put all this on or without actually the rendering, I got a lot bigger. 160 00:09:48,630 --> 00:09:50,970 And that's probably because it's all botched. 161 00:09:51,420 --> 00:09:51,840 OK. 162 00:09:55,640 --> 00:10:00,650 Oh, actually, no, it doesn't look, as soon as I switch off of this, it's gone right back down to 163 00:10:00,650 --> 00:10:01,730 where it was originally. 164 00:10:02,120 --> 00:10:02,410 All right. 165 00:10:02,420 --> 00:10:06,230 It was basically just zoomed in because I had the others switched off. 166 00:10:06,890 --> 00:10:11,240 OK, so no change to the rendering on the CPU? 167 00:10:11,300 --> 00:10:13,430 Massive change to the draw calls. 168 00:10:13,670 --> 00:10:17,780 So that is really, really key tip for when working with mobiles. 14974

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