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| 1 | +// compile time tracking tool (and quickly enable disable settings, and scene autosave option) |
| 2 | +// original source: https://gist.github.com/spajus/72a74146b1bbeddd44a66e1b8a3c829c |
| 3 | +// created by https://github.com/spajus twitch https://www.twitch.tv/dev_spajus |
| 4 | +// 02.07.2020 added unity_2018_4 check and set autosave off by default - unitycoder.com |
| 5 | + |
| 6 | +using System; |
| 7 | +using System.Collections.Generic; |
| 8 | +using UnityEditor; |
| 9 | +using UnityEditor.Compilation; |
| 10 | +using UnityEditor.SceneManagement; |
| 11 | +using UnityEngine; |
| 12 | + |
| 13 | +namespace UnityLibrary |
| 14 | +{ |
| 15 | + class CompileTime : EditorWindow |
| 16 | + { |
| 17 | + bool allowProfiler = false; |
| 18 | + bool isTrackingTime; |
| 19 | + bool isLockReload; |
| 20 | + bool isAutoSave = false; // autosave default off |
| 21 | + bool isLocked; |
| 22 | + bool restartAfterCompile; |
| 23 | + bool memoryWarned; |
| 24 | + string lastReloadTime = ""; |
| 25 | + string lastCompileTime = ""; |
| 26 | + string lastAssCompileTime = ""; |
| 27 | + double startTime, finishTime, compileTime, reloadTime; |
| 28 | + double assStartTime, assFinishTime, assCompileTime; |
| 29 | + Dictionary<string, DateTime> startTimes = new Dictionary<string, DateTime>(); |
| 30 | + List<string> lastAssCompile; |
| 31 | + |
| 32 | + [MenuItem("Tools/UnityLibrary/Compile Time")] |
| 33 | + public static void Init() |
| 34 | + { |
| 35 | + EditorWindow.GetWindow(typeof(CompileTime)); |
| 36 | + } |
| 37 | + |
| 38 | + void Update() |
| 39 | + { |
| 40 | + if (isLockReload) { return; } |
| 41 | + if (EditorApplication.isCompiling && !isTrackingTime) |
| 42 | + { |
| 43 | + if (EditorApplication.isPlaying) |
| 44 | + { |
| 45 | + restartAfterCompile = true; |
| 46 | + EditorApplication.isPlaying = false; |
| 47 | + } |
| 48 | + startTime = EditorApplication.timeSinceStartup; |
| 49 | + lastReloadTime = "Reloading now"; |
| 50 | + lastCompileTime = "Compiling now"; |
| 51 | + lastAssCompile = new List<string>(); |
| 52 | + Debug.Log("Started compiling scripts"); |
| 53 | + isTrackingTime = true; |
| 54 | + } |
| 55 | + else if (!EditorApplication.isCompiling && isTrackingTime) |
| 56 | + { |
| 57 | + finishTime = EditorApplication.timeSinceStartup; |
| 58 | + isTrackingTime = false; |
| 59 | + EditorApplication.Beep(); |
| 60 | + reloadTime = finishTime - startTime; |
| 61 | + lastReloadTime = reloadTime.ToString("0.000") + "s"; |
| 62 | + compileTime = reloadTime - assCompileTime; |
| 63 | + lastCompileTime = compileTime.ToString("0.000") + "s"; |
| 64 | + if (isAutoSave && !EditorApplication.isPlaying) |
| 65 | + { |
| 66 | + Debug.Log("Auto Saving Scene"); |
| 67 | + EditorSceneManager.SaveOpenScenes(); |
| 68 | + } |
| 69 | + if (restartAfterCompile) |
| 70 | + { |
| 71 | + restartAfterCompile = false; |
| 72 | + EditorApplication.isPlaying = true; |
| 73 | + } |
| 74 | + } |
| 75 | + } |
| 76 | + |
| 77 | + void OnGUI() |
| 78 | + { |
| 79 | +#if UNITY_2018_4_OR_NEWER |
| 80 | + // Toggle domain reload |
| 81 | + var playModeOptsEnabled = EditorSettings.enterPlayModeOptionsEnabled; |
| 82 | + playModeOptsEnabled = EditorGUILayout.Toggle("Disable Domain Reload", playModeOptsEnabled); |
| 83 | + EditorSettings.enterPlayModeOptionsEnabled = playModeOptsEnabled; |
| 84 | +#endif |
| 85 | + |
| 86 | + if (UnityEngine.Profiling.Profiler.enabled) |
| 87 | + { |
| 88 | + EditorGUILayout.LabelField("PROFILER ENABLED"); |
| 89 | + } |
| 90 | + allowProfiler = EditorGUILayout.Toggle("Allow profiler", allowProfiler); |
| 91 | + if (!allowProfiler && UnityEngine.Profiling.Profiler.enabled) |
| 92 | + { |
| 93 | + UnityEngine.Profiling.Profiler.enabled = false; |
| 94 | + } |
| 95 | + EditorGUILayout.LabelField("Time", Time.realtimeSinceStartup.ToString()); |
| 96 | + float m1 = (UnityEngine.Profiling.Profiler.GetTotalAllocatedMemoryLong() / 1024f / 1024f); |
| 97 | + float m2 = (UnityEngine.Profiling.Profiler.GetAllocatedMemoryForGraphicsDriver() / 1024f / 1024f); |
| 98 | + float m3 = (UnityEngine.Profiling.Profiler.GetTotalReservedMemoryLong() / 1024f / 1024f); |
| 99 | + float m = m1 + m2 + m3; |
| 100 | + if (m > 10000 && !memoryWarned) |
| 101 | + { |
| 102 | + memoryWarned = true; |
| 103 | + EditorApplication.Beep(); |
| 104 | + Debug.LogError("Memory over 10000MB!"); |
| 105 | + allowProfiler = false; |
| 106 | + UnityEngine.Profiling.Profiler.enabled = false; |
| 107 | + } |
| 108 | + if (m < 8000 && memoryWarned) |
| 109 | + { |
| 110 | + memoryWarned = false; |
| 111 | + } |
| 112 | + EditorGUILayout.LabelField("Memory used:", m.ToString("0.00") + " MB"); |
| 113 | + |
| 114 | + isLockReload = EditorGUILayout.Toggle("Lock assembly reload", isLockReload); |
| 115 | + isAutoSave = EditorGUILayout.Toggle("Auto Save", isAutoSave); |
| 116 | + EditorGUILayout.LabelField("Full reload", lastReloadTime); |
| 117 | + EditorGUILayout.LabelField("Compile", lastCompileTime); |
| 118 | + if (lastAssCompileTime != null) |
| 119 | + { |
| 120 | + EditorGUILayout.LabelField("Assembly reload", lastAssCompileTime); |
| 121 | + } |
| 122 | + // For mysterious reason, iterating over a dictionary doesn't work, it gets empty! |
| 123 | + if (lastAssCompile != null) |
| 124 | + { |
| 125 | + foreach (string s in lastAssCompile) |
| 126 | + { |
| 127 | + var ss = s.Split(':'); |
| 128 | + EditorGUILayout.LabelField(ss[0], ss[1]); |
| 129 | + } |
| 130 | + } |
| 131 | + |
| 132 | + if (isLockReload) |
| 133 | + { |
| 134 | + if (!isLocked) |
| 135 | + { |
| 136 | + Debug.Log("Locking reload of assemblies"); |
| 137 | + EditorApplication.LockReloadAssemblies(); |
| 138 | + isLocked = true; |
| 139 | + } |
| 140 | + } |
| 141 | + else |
| 142 | + { |
| 143 | + if (isLocked) |
| 144 | + { |
| 145 | + Debug.Log("Unlocking reload of assemblies"); |
| 146 | + EditorApplication.UnlockReloadAssemblies(); |
| 147 | + isLocked = false; |
| 148 | + } |
| 149 | + } |
| 150 | + } |
| 151 | + |
| 152 | + void OnBeforeAssemblyReload() |
| 153 | + { |
| 154 | + assStartTime = EditorApplication.timeSinceStartup; |
| 155 | + this.ShowNotification(new GUIContent("Started assembly reload")); |
| 156 | + } |
| 157 | + |
| 158 | + void OnAfterAssemblyReload() |
| 159 | + { |
| 160 | + assFinishTime = EditorApplication.timeSinceStartup; |
| 161 | + assCompileTime = assFinishTime - assStartTime; |
| 162 | + lastAssCompileTime = assCompileTime.ToString("0.000") + "s"; |
| 163 | + } |
| 164 | + |
| 165 | + void CompilationPipelineOnAssemblyCompilationStarted(string assembly) |
| 166 | + { |
| 167 | + Debug.Log("Assembly compile started: " + assembly); |
| 168 | + startTimes[assembly] = DateTime.UtcNow; |
| 169 | + } |
| 170 | + |
| 171 | + void CompilationPipelineOnAssemblyCompilationFinished(string assembly, CompilerMessage[] arg2) |
| 172 | + { |
| 173 | + var time = startTimes[assembly]; |
| 174 | + var timeSpan = DateTime.UtcNow - startTimes[assembly]; |
| 175 | + var bt = string.Format("{0:0.00}s", timeSpan.TotalMilliseconds / 1000f); |
| 176 | + var cleanAss = assembly.Replace("Library/ScriptAssemblies/", ""); |
| 177 | + |
| 178 | + if (lastAssCompile != null) |
| 179 | + { |
| 180 | + lastAssCompile.Add(cleanAss + ":" + bt); |
| 181 | + } |
| 182 | + Debug.Log("Assembly compile ended: " + assembly + " in " + bt); |
| 183 | + } |
| 184 | + |
| 185 | + void OnEnable() |
| 186 | + { |
| 187 | + AssemblyReloadEvents.beforeAssemblyReload += OnBeforeAssemblyReload; |
| 188 | + AssemblyReloadEvents.afterAssemblyReload += OnAfterAssemblyReload; |
| 189 | + CompilationPipeline.assemblyCompilationStarted += CompilationPipelineOnAssemblyCompilationStarted; |
| 190 | + CompilationPipeline.assemblyCompilationFinished += CompilationPipelineOnAssemblyCompilationFinished; |
| 191 | + } |
| 192 | + |
| 193 | + void OnDisable() |
| 194 | + { |
| 195 | + AssemblyReloadEvents.beforeAssemblyReload -= OnBeforeAssemblyReload; |
| 196 | + AssemblyReloadEvents.afterAssemblyReload -= OnAfterAssemblyReload; |
| 197 | + CompilationPipeline.assemblyCompilationStarted -= CompilationPipelineOnAssemblyCompilationStarted; |
| 198 | + CompilationPipeline.assemblyCompilationFinished -= CompilationPipelineOnAssemblyCompilationFinished; |
| 199 | + } |
| 200 | + } |
| 201 | +} |
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