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Question by Norzo · May 11, 2020 at 08:17 AM · system.diagnosticsperformance metrics

Unity printing out CPU Usage at 100%

I've made a script which prints out the CPU and RAM usage on a canvas.

When I run this script, it always prints out CPU Usage at 100% and available ram at 0MB. Apart from when it first updates, then it shows CPU Usage as 0%.

I've searched around Google and couldn't find a solution that fixed it for me.

I've also tried using "yield return new WaitForSeconds(1)" in the update function before the labelText gets updated, but the compiler wasn't a big fan of that,I've made a script which prints out the CPU and RAM usage on a canvas.

When I run this script, it always prints out CPU Usage at 100% and ram at 0MB. Apart from the first time it updates, then the CPU usage also prints out 0%.

I've searched around Google and couldn't find a solution that fixed it for me.

I've also tried using "yield return new WaitForSeconds(1)" in the update function before the labelText gets updated, but the compiler wasn't a big fan of that

 using System.Collections;
 using System.Collections.Generic;
 using System.Diagnostics;
 using UnityEngine;
 using UnityEngine.UI;
 
 public class DisplayCPUUsage : MonoBehaviour
 {
     public Text labelText;
 
     private int updateSystemStats = 0;
     private PerformanceCounter cpuCounter, ramCounter;
     private string processorType;
     private int processorCount, processorFrequency;
     private GameObject label;
     private Canvas canvas;
     private RectTransform textRectTransform;
 
     // Use this for initialization
     void Start ()
     {
         StartCoroutine("getCurrentCPUUsage");
         StartCoroutine("getAvailableRam");
         System.Diagnostics.PerformanceCounterCategory.Exists("PerformanceCounter");
 
         cpuCounter = new PerformanceCounter("Processor", "% Processor Time", "_Total"); // Initialises the cpuCounter as a performance counter
         ramCounter = new PerformanceCounter("Memory", "Available MBytes"); // Initialises the ramCounter as a performance counter
 
         processorType = SystemInfo.processorType;
         processorCount = SystemInfo.processorCount;
         processorFrequency = SystemInfo.processorFrequency;
 
         canvas = GameObject.Find("MainCanvas").GetComponent<Canvas>(); // Find the canvas Game Object
 
         label = new GameObject(); // Initialise the label as a new Game Object
         label.transform.parent = canvas.transform; // Make canvas the parent object
         label.name = "CPUUsage"; // The name of the label
         labelText = label.AddComponent<Text>();
         labelText.font = Resources.GetBuiltinResource<Font>("Arial.ttf");
         labelText.fontSize = 20;
         labelText.color = Color.black;
         labelText.horizontalOverflow = HorizontalWrapMode.Overflow;
         labelText.verticalOverflow = VerticalWrapMode.Overflow;
         labelText.alignment = TextAnchor.MiddleCenter;
 
         textRectTransform = labelText.GetComponent<RectTransform>();
         textRectTransform.localPosition = new Vector3(-450, 146, 75);
         textRectTransform.sizeDelta = new Vector2(3, 3);
         textRectTransform.localScale = new Vector3(0.5f, 0.5f, 0.5f);
 
         textRectTransform.localRotation = Quaternion.Euler(new Vector3(0, 0, 0));
         textRectTransform.pivot = new Vector3(0, 0, 0);
 
         // For questions on the specifics of this code, see FarmLabelTextBox.cs for detailed comments
     }
     
     // Update is called once per frame
     void Update ()
     {
         updateSystemStats++;
         if (updateSystemStats == 150)
         {
             labelText.text =
             "Your Processor\n" + processorType +
             "\n\nNumber of Cores\n" + processorCount +
             "\n\nProcessor frequency\n" + processorFrequency +
             "\n\n\nCPU: " + getCurrentCpuUsage() + // This fetches the CPU usage
             "\n\nRAM: " + getAvailableRAM(); // This fetches the RAM usage
             updateSystemStats = 0;
         }
     }
 
     public string getCurrentCpuUsage()
     {
         
         return cpuCounter.NextValue() + "%";
     }
 
     public string getAvailableRAM()
     {
         return ramCounter.NextValue() + "MB";
     }
 }
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