What if unity just tracks analytical data from every user who is willing to share basic info with unity?
Of course this wouldn’t be real profile data, just Compile Time, Enter Play Mode Time, Exit Play Mode Time and a pack of generic data.
Such as: System Specs, Project Size (Nr of Scripts, Nr of Textures, Nr of Models, Nr of …), installed unity packages (input system, pro builder, …).
Those values could be updated once every day, so it doesn’t cause a slowdown, gathering those infos.
I think (maybe I am wrong) that this kind of data would be quite valuable to the Optimisation Team?
Everyone should decide on their own if they want to share these infos but I am willing to do pretty much everything to help them make unity faster.
Hi there,
Afaik this is already happening, to a degree, and being expanded upon:
This reporting is Opt Out via disabling Editor Analytics in the preferences. I can’t currently remember the detail level at which this happens (it has to be GDPR compliant and all that) and which events are instrumented like this.
It is and is used but just fyi, the optimization team is not the only one optimizing things, just one that is working more cross functionaly and on things that might otherwise fall between the cracks or are within older systems (and they obviously do so with a more singular focus on this topic).
Thanks for mentioning this Martin - you’re correct that we are doing this right now in Unity 2021 by collecting high level information about the performance hotspots when using the Unity Editor.
This is quite new, but it won’t take long to get a decent idea of what the biggest hotspots are. And not just for knowing what the hotspots are, but also knowing if things get slower or faster over time.
Right, it might’ve been very broad editor startup and maybe enter/exit Playmode timings before, that could be used to monitor product health at large and relative version impact but not very guided to distinguish problem areas.