Analyzing profilers binary log file

Is there any information on the format of the binary logfile which I can record by Profiler.enableBinaryLog?

I need to statistically analyze shader runtimes under certain condition.

Not that I’m aware of. You can load the binary dump back into the Editor and look at it there in the profiler, though; and if you’re willing to get into some heavy shenanigans it’s technically not too hard to read data out of the profiler with an editor script.

Editor scripting is no option, as I need measurements from a standalone build. As far as I have observed it, running in editor has an impact on runtimes.

This raises the question, what sense it makes to have the option of storing a binary log, when the only possibility to get a look at it is by loading it back to the profiler, which only allows “visual” analysis.

No no - take the measurements from the standalone Development build as you presently are. Then load the binary log file back into the editor.

Because visual analysis is better than no analysis.

It’s true that there really should be some way to export profiler data (to Excel etc) for more in-depth analysis. I’ve had some success implementing this myself with editor scripting. It’s not even remotely supported but you start here.

That’s an interesting tool. Didn’t knew about it. I’ll take a look at it.

Thanks!

Could you possibly point me in the right direction where to read up on using editor scripting to analyze existing open windows in Unity? I’d also like to attempt this strategy but have done very little editor scripting before.