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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -1,3 +1,5 @@ Cut/Move the com.unity.memprofiler folder from <ProjectFolder>/Library/PackageCache to <ProjectFolder>/Packages and remove the com.unity.memprofiler entry from the manifest in the same folder. This prevents PackageManager to reset any changes you make and lets you edit the code normally. Under Packages/com.unity.memprofiler.../Editor/UI, edit SelectedItemDetailsForTypesAndObjects.cs Add the following usings: -
NPatch revised this gist
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -1,15 +1,14 @@ Under Packages/com.unity.memprofiler.../Editor/UI, edit SelectedItemDetailsForTypesAndObjects.cs Add the following usings: ``` using UnityEngine.Rendering; using UnityEngine.Experimental.Rendering; ``` and further down at the end of the "internal void HandleUnityObjectDetails(CachedSnapshot snapshot, MemorySampleSelection memorySampleSelection, UnifiedUnityObjectInfo selectedUnityObject)" function near line 200, add: ``` if(selectedUnityObject.ManagedTypeName.Contains("Texture2D")) { EditorAssetFinderUtility.Findings findings = EditorAssetFinderUtility.FindObject(snapshot, selectedUnityObject); if(findings.FailReason == EditorAssetFinderUtility.SearchFailReason.Found && (findings.FoundObject is Texture2D)) @@ -18,8 +17,8 @@ if(selectedUnityObject.ManagedTypeName.Contains("Texture") || string s = string.Format("Format: {0}, IsCompressed: {1}, RuntimeCreated: {2}", t.graphicsFormat.ToString(), GraphicsFormatUtility.IsCompressedFormat(t.graphicsFormat), selectedUnityObject.IsRuntimeCreated); m_UI.AddDynamicElement("Texture Format", s); } else {//do sth on error } } ``` -
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,25 @@ Under com.unity.memprofiler.../Editor/UI, edit SelectedItemDetailsForTypesAndObjects.cs Add the following usings: ``` using UnityEngine.Rendering; using UnityEngine.Experimental.Rendering; ``` and further down at the end of the "internal void HandleUnityObjectDetails(CachedSnapshot snapshot, MemorySampleSelection memorySampleSelection, UnifiedUnityObjectInfo selectedUnityObject)" near line 200, add: ``` if(selectedUnityObject.ManagedTypeName.Contains("Texture") || selectedUnityObject.NativeTypeName.Contains("Texture")) { EditorAssetFinderUtility.Findings findings = EditorAssetFinderUtility.FindObject(snapshot, selectedUnityObject); if(findings.FailReason == EditorAssetFinderUtility.SearchFailReason.Found && (findings.FoundObject is Texture2D)) { Texture t = findings.PreviewImage; string s = string.Format("Format: {0}, IsCompressed: {1}, RuntimeCreated: {2}", t.graphicsFormat.ToString(), GraphicsFormatUtility.IsCompressedFormat(t.graphicsFormat), selectedUnityObject.IsRuntimeCreated); m_UI.AddDynamicElement("Texture Format", s); } else if(findings.FailReason == EditorAssetFinderUtility.SearchFailReason.NotFound && selectedUnityObject.IsRuntimeCreated) {//RenderTextures } } ```