统计安卓帧率和内存
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class AnalysisTool : MonoBehaviour
{
private void Awake()
{
DontDestroyOnLoad(gameObject);
}
public Text mmText; // 用于显示FPS的UI Text组件
public Text mmText2; // 用于显示FPS的UI Text组件
// 调用 Android 原生方法获取 PSS 内存
(int,int) GetPSSMemory2()
{
using (AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
{
AndroidJavaObject activity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
AndroidJavaObject activityManager = activity.Call<AndroidJavaObject>("getSystemService", "activity");
int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
AndroidJavaObject[] processMemoryInfos = activityManager.Call<AndroidJavaObject[]>("getProcessMemoryInfo", new int[] { pid });
AndroidJavaObject memoryInfo = processMemoryInfos[0];
// 获取 PSS 内存(单位:KB)
int pss = memoryInfo.Call<int>("getTotalPss");
int uss = memoryInfo.Call<int>("getTotalPrivateDirty");
return (pss,uss);
}
return (0,0);
}
void Update()
{
if (Time.frameCount%30 == 0)
{
// 每帧打印 PSS 内存
long m = (UnityEngine.Profiling.Profiler.GetTotalReservedMemoryLong());
mmText2.text = "Reserved:" + (m /(1024 * 1024)).ToString() + " MB" +" Allocated:"+(UnityEngine.Profiling.Profiler.GetTotalAllocatedMemoryLong() / (1024 * 1024))+ " MB";
#if UNITY_EDITOR
return;
#endif
var memory = GetPSSMemory2();
mmText.text = "pss:"+(memory.Item1 / 1024).ToString() + "MB" + " uss: " + (memory.Item2 / 1024).ToString() + "MB" ;
}
}
}