Tiny monitor
The tiny monitor is a compact HUD, which is a small readout that stays on screen. Use it when the full graph cards cover too much of your game.
It is a single panel instead of a row of cards, and everything you need for a quick check is in that panel.
What you see
The header is filled in once and stays the same for the whole session. It shows:
- The graphics device name, such as the GPU in the phone or PC.
- The current resolution, such as
1920x1080. - The refresh rate, such as
60Hzor120Hz.
Under the header are four rows. Each one shows the average with the lowest and highest values beside it:
- FPS is frames per second. Higher means smoother.
- Pre is the CPU frame time in milliseconds, which is the time spent before the GPU presents the frame. Lower is better.
- GPU is the GPU frame time in milliseconds. Lower is better.
- Mem is allocated memory. It scales from bytes to KB, MB, or GB so the row stays short.
An FPS graph runs along the bottom. It is a rated line graph, so it changes color when the frame rate drops: green is fine, yellow is a warning, and red means trouble. The Performance graphs page explains how that rating works.
Create it
Use the menu:
GameObject > GuardingPearSoftware > EasyPerformanceMonitor > UI Toolkit > TinyMonitor
Press F1 to show or hide it.
The full performance window also uses F1, so if both are in the scene, one press toggles both. Select the tiny monitor and change Toggle Action or Toggle Key if you want a different key.
You can also drag in the Monitor - Tiny prefab from:
Assets/GUPS/EasyPerformanceMonitor/Prefabs/UIToolkit
Use the prefab when you want the monitor to stay alive between scenes. The menu object lives in the current scene only. The Get started page explains that difference.
Size and place
Select the tiny monitor in the Hierarchy.
- Element Width and Element Height set the size of the panel. Make it wider if the device name is cut off, or taller if the graph feels too thin.
- Element Spacing is the gap around the panel. The menu version uses no extra gap.
- Initial Offset X and Initial Offset Y pull the panel in from the corner.
- Monitor Position pins it to a side of the screen, or leaves it Free so the offsets decide.
- Font is optional. The menu version assigns a monospace font so the number columns line up. You can swap that font, or clear it to use Unity's built-in font.
Show On Start shows the panel when you press play. Turn it off if you only want it after you press the key.