After 9 months of development, I am proud to present you my latest asset, Project Scan.
What is it?
Project Scan is an Editor Extension that allows developers and artists to scan their entire project to find potential performance improvements, a brief explanation and how to improve it!
It checks whether your build target is Mobile (iOS, Android, Blackberry build targets etc.) and, based on that, runs particular tests and outputs specific results.
For example, realtime reflection wonât perform well on Android devices like on Desktops or Consoles. Project Scan captures that.
Apart from limit, you can also specify your own benchmark. E.g. how many polygons per scene or per mesh do you aim to have? This is really useful if you wish to know whether you hit limits youâve set.
Project Scanâs Bottleneck Scanner can easily help you see which GameObjects/Assets require your attention. Added support for filtering GameObjects by scene.
Thatâs right, Project Scan scans not only currently active scene, but also all your currently loaded scenes!
After months of hard work, Project Scan is now stable enough to carry a BETA tag. The stage of CLOSED BETA officially begins!
I am actively looking for participants who are willing to test and provide feedback on Project Scan during the CLOSED BETA stage. BETA participants will receive a free copy of Project Scan upon its launch.
If youâre interested in participating or have any questions, please send a PM or an email to beta@hardcodelab.com
Be sure to mention the following info:
Your name (or nickname if you prefer)
What is your role in game development (e.g a programmer or an artist)
Interesting project!
Do you also monitor performance in playmode somehow?
Do instantiate and destroy account for pooling?
What about expensive functions in general and finding out how often they are triggered?
Project Scan scans your project files and scripts, while running it in playmode would be possible, it would have a heavy workload on the system and therefore impractical.
In the future, Project Scan will have a runtime scanner which would continuously read data both in playmode or at runtime!
Instantiate() and Destroy() are expensive functions and Project Scan does catch it regardless if youâre using it for pooling or not.
It does look out for expensive functions and more is going to be added in the future, also accounting for how often theyâre being used.
However I was not able to exclude folders. It still keeps scanning all the third party assets and my other folders. The comma separated input line is not good way. I think there should be check box related UI, so that we can choose them. I mean i have 60 folders maybe, how will enter their names one by one manually ?
Hi @elmar1028 , there is a simple error with the asset; there is a Editor file (I think it was PS_DirectoryTree - canât recall right now) that was sitting on a normal folder and was causing unity build to fail. I had to move it under Editor folder.
Yes, I had the same problem, and cannot build to iOS without deleting the asset.
And one more thing, the new file directory system is very slow, I try to choose the folders to scan ( I have like 300-400 folder in my 10gb project ) and scrolling down is almost impossible, it stucks and moves very slowly, it does not crash but is so slow to scroll down.