public sealed class SceneStatisticsA scene's counts, budgets and warnings.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Doc 20's B4 says this depends on "scene traversal only", and it does. There is no renderer here, no device and no asset database — what a statistics panel can honestly say at this point in the engine's life is how much is in the world and how it is arranged, and saying that well is better than a draw-call count that would be a guess.
⚠ Chunk bytes are reserved rather than used, and the row says so. An archetype allocates whole chunks, so a world with one entity in each of forty archetypes has forty chunks reserved — which is the honest number to show, because it is the memory the world is holding. A "used" figure computed from entity counts would read far lower and would not be what the process has committed.
Fields and properties (3)
public IReadOnlyList<StatisticRow> RowsThe counted things.
public IReadOnlyList<string> WarningsWhat is worth saying out loud, in the order it was noticed.
public bool HasWarningsWhether anything is over or near its ceiling.
Methods (1)
public static SceneStatistics Collect(World world, StatisticsBudget? budget = null, int? depth = null)Walks a world and counts what is in it.
Used by (5)
- DiagnosticsModuleVixen.Editor.Diagnostics
- DiagnosticsPanelTestsVixen.Editor.App.Tests
- EditorApplicationVixen.Editor.App
- StatisticsAndMemoryTestsVixen.Editor.Profiler.Tests
- StatisticsViewVixen.Editor.Profiler