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FocusVRGames
8 years agoAdventurer
Unity Stats into OVRDebugInfo (Instructions included)
Quickly hacked this together and thought it might be worth sharing as I use the unity stats window and often have to come out of the headset to see the stats and I'm sure I'm not alone with that
So I brought some of those stats into the OVRDebugInfo, you press "space" and then "u" to activate the stats
Open
OVR\Scripts\Utils\OVRDebugInfo
Insert
Issues
My shadow Casters always shows 0 not sure why
Couldn't access CPU
So I brought some of those stats into the OVRDebugInfo, you press "space" and then "u" to activate the stats
Open
OVR\Scripts\Utils\OVRDebugInfo
Insert
using UnityEditor;Insert a couple of variables I put them under bool showVRVars = false;
bool showUnityStats = false;
float nextUpdate;Insert the below Inside void update()if (Input.GetKeyDown(KeyCode.U) && showVRVars)
{showUnityStats ^= true;}Change the Line UpdateVariable(); to
if (showUnityStats)
{ UpdateUnityStats();}
else
{UpdateVariable();}Insert the below function anywhere you likevoid UpdateUnityStats()
{
UpdateFPS();
strIPD = System.String.Format("SetPass: {0:F0} Shadow Casters: {1:F0}", UnityStats.setPassCalls, UnityStats.shadowCasters);
strFOV = System.String.Format("Batches: {0:F0}", UnityStats.batches);
strHeight = System.String.Format("Tris: {0:F1}k Verts: {1:F1}k", UnityStats.triangles / 1000 , UnityStats.vertices / 1000);if (Time.time > nextUpdate)
{
nextUpdate = Time.time + 0.25f;
strDepth = System.String.Format("Render: {0:F1}ms", UnityStats.renderTime * 1000);
}
strResolutionEyeTexture = System.String.Format("Visible Skinned: {0} Animations: {1}", UnityStats.visibleSkinnedMeshes, UnityStats.visibleAnimations);
}Issues
My shadow Casters always shows 0 not sure why
Couldn't access CPU
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