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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:03,690 --> 00:00:10,680 Now that you've got an understanding of how to actually analyze your game data through the profiler, 2 00:00:10,830 --> 00:00:13,500 and there is so much more that you can do with it, to be honest. 3 00:00:13,990 --> 00:00:20,220 And it's worth having to read through the documentation regarding the profiler, which you can find 4 00:00:20,220 --> 00:00:25,110 by clicking help and unity manual waiting for this to open. 5 00:00:25,560 --> 00:00:31,920 Then it's working in unity analysis and profiler. 6 00:00:32,640 --> 00:00:38,730 OK, here you get all the information regarding your profiler, etc. And you can go through any of these 7 00:00:39,270 --> 00:00:45,480 talks about why you should profile your application, how to do it, how to connect a device to the 8 00:00:45,480 --> 00:00:52,860 profiler, and all the different information you need for that, your common profile markers. 9 00:00:53,010 --> 00:00:55,280 So what is the play a loop? 10 00:00:55,290 --> 00:00:56,520 What is the ed loop? 11 00:00:57,180 --> 00:00:58,500 As it says here? 12 00:00:58,500 --> 00:01:04,250 It's all contained in the others inside of unity. 13 00:01:04,290 --> 00:01:07,580 So it's all contained within this section here. 14 00:01:07,590 --> 00:01:18,090 That's all Ed elements and and the profiler collect ed stats, etc. The script update markers. 15 00:01:18,100 --> 00:01:19,770 What do all these things mean? 16 00:01:20,130 --> 00:01:27,780 Waiting for target AFPs graphics, present frame process commands, wait for commands, etc. And most 17 00:01:27,780 --> 00:01:31,770 of these are going to be visible when you move over to timeline. 18 00:01:32,220 --> 00:01:33,210 You can see these. 19 00:01:33,550 --> 00:01:38,880 OK, this is what these elements mean and click off there to get rid of that. 20 00:01:39,450 --> 00:01:39,900 OK. 21 00:01:40,610 --> 00:01:45,180 And back and script scripting markers. 22 00:01:45,180 --> 00:01:49,270 So garbage collection multithreading markers. 23 00:01:49,270 --> 00:01:57,240 So when it's idle or when job until it's complete, most of this is talking about like, for example, 24 00:01:57,240 --> 00:01:58,830 the jobs and the loading. 25 00:01:58,830 --> 00:02:06,210 And that can the things that whether it is idle or sometimes be marked as complete semaphore, wait 26 00:02:06,210 --> 00:02:06,930 for signal. 27 00:02:08,220 --> 00:02:10,140 So that's that one. 28 00:02:10,260 --> 00:02:15,540 OK, that explains what's up in all of your physics markers and what they mean. 29 00:02:15,660 --> 00:02:17,610 And then kind of performance warnings. 30 00:02:18,180 --> 00:02:24,000 Then the profiler window, it'll actually go through what each of these elements mean and how to actually 31 00:02:24,000 --> 00:02:32,100 read these and what each element is used for an hour to understand it. 32 00:02:32,310 --> 00:02:37,940 OK, so for example, CPU usage, we've got all of these elements. 33 00:02:37,950 --> 00:02:41,940 OK, so a good bit of reading for you to go through. 34 00:02:42,000 --> 00:02:46,170 I've pretty much covered the basics, but there is so much more that you can do with it. 35 00:02:46,440 --> 00:02:48,480 Now you've got an understanding of how it works. 36 00:02:48,750 --> 00:02:49,560 It's worth doing. 37 00:02:49,740 --> 00:02:53,520 Not been reading up on it in order to use in your own projects. 3587

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