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Question by BogdanDude · Dec 12, 2009 at 04:38 PM · optimizationdebug

Using Time.time to test the performance of scripts

I'd like to do some heavy optimizations of the scripts we run in our game (the critical ones). One thing I did to test performance was to get the timestamp at the beginning and end of an Update() function, and print it every 100 times. Here's the code:

void Update() { debugTimeStart = Time.time;

//here's the stuff going on

debugTimeTaken += Time.time - debugTimeStart; debugTimeCount++;

     if (debugTimeCount == 100)
     {
         Debug.Log("Time: " + debugTimeTaken);
         debugTimeCount = 0;
         debugTimeTaken = 0;
     }

}

The problem is that I always get 0 as the result.. Is there something more precise than Time.time?

Thanks a lot!

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Answer by duck · Dec 12, 2009 at 08:15 PM

Yes, Time.time and the other Time properties (.deltaTime, .fixedDeltaTime) have a value which is only updated between frames.

There are a few other methods of timing which should give you what you need, such as:

  • Environment.TickCount (An integer, in milliseconds)
  • DateTime.Now (A DateTime object, which has many useful properties)
  • System.Diagnostics.Stopwatch (Provides a class with methods for measuring time)
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Answer by TowerOfBricks · Nov 15, 2010 at 08:40 PM

Time.realtimeSinceStartup also works great, I use that for all my profiling.

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avatar image tvwxyz · Mar 30, 2014 at 01:11 AM 0
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Thank you! This does exactly what I need. :)

avatar image SweatyChair · Apr 04, 2018 at 07:36 AM 0
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If this is also accurate, then this should be the best answer since it doesn't need to using System etc.

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Answer by Lance Sun · Dec 12, 2009 at 04:58 PM

Try System.Diagnostics.Stopwatch

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avatar image BogdanDude · Dec 16, 2009 at 12:49 PM 0
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is System.Diagnostics.Stopwatch part of .Net 2.0? I'm using Unity iPhone, and it doesn't seem to work. Thanks!

avatar image Ehren · Jan 13, 2010 at 08:38 PM 0
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Yes, it was released in .Net 2.0.

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