Profiles game builds against frame-time, memory, GPU draw-call, and GC-spike budgets using Unity Profiler + Profile Analyzer + Performance Testing package and Unreal Insights + stat commands. Establishes pass/fail thresholds (16.6 ms at 60 fps, 33.3 ms at 30 fps), writes automated performance regression tests that run in CI, and emits a structured budget report per SKU. Use when a title must hit a declared frame-time or memory budget before a milestone gate or platform-cert submission, or when a recent change needs a performance regression check.
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Supporting detail for game-perf-profiling Step 1 (capture) and Step 2 (compare). Cited once here rather than repeated in the spine.
The Unity Profiler collects CPU, GPU, and memory data in the Editor or from a
connected target device
(docs.unity3d.com/Manual/Profiler.html).
Open it via Window > Analysis > Profiler (Ctrl+7).
Key modules to enable for a frame-time pass:
For standalone builds, use Deep Profiling or custom ProfilerMarker
instrumentation to capture application-specific events without the full
overhead of deep profiling.
Save the capture as a .data file (Profiler toolbar > Save). Retain it
alongside any Profile Analyzer .pdata export: the .pdata file does not
embed the original profile frames
(docs.unity3d.com/Packages/com.unity.performance.profile-analyzer@1.2/manual/index.html).
Profile Analyzer (package com.unity.performance.profile-analyzer, Unity
2020.3+, install via Package Manager) aggregates and visualizes frame and
marker data from a set of Profiler frames, enabling side-by-side comparison of
two captures that the standard Profiler does not support. Open it via
Window > Analysis > Profile Analyzer. The Analyzer navigates to matching
markers in the Profiler when you click a marker entry; make a selection in the
Profiler beforehand for navigation to work.