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This is not working on Oculus GO
8 years ago
ChosenZeuson version 1.3.7
I can find no support contact information. Can you please let me know where to reach out for support on this?
Shows up in play testing in editor but no display on android build for Oculus go.
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1
2
Reply from publisher:
replied 8 years ago
VR functionality isn't supported yet. Please use the support forum link above for support questions.
c
Fantastic utility, but has some bugs and could improve on GC allocations
8 years ago
chetan51on previous version 1.3.6
This utility is super useful for measuring detailed performance stats on device. But given that it will be used for performance optimization, you really don't want your measuring tool to be actually affecting the measurements. The problem is, the graph generates too much garbage, and therefore interferes with measurements.
Fortunately, you can get around this. Replace the following code in the `Scroll` function in `StatsMonitorWidget.cs`:
texture.SetPixels(0, 0, texture.width - x, texture.height,
texture.GetPixels(x, 0, texture.width - x, texture.height));
...with the following code:
for (int i = 0; i < texture.width - x; i++) {
for (int j = 0; j < texture.height; j++) {
texture.SetPixel(i, j, texture.GetPixel(x + i, j));
}
}
...and set "Objects Count Interval" setting to 0 (because measuring the number of objects creates garbage).
You can also set "GC Monitoring Enabled" to true (it doesn't generate any garbage).
If the above optimization was part of the official asset's code, and the above two settings were the default values, then my rating would be 5 stars instead of 4. But after making those changes myself, I'm very happy with this stats monitor!
Edit: I just discovered that the FPS graph is completely wrong. It stays stuck at the top of the graph no matter what the FPS is. Fortunately, you can fix it by changing the following code in the `Update` function in `StatsMonitorWidget.cs`:
_graph.SetPixel(_graphStartX, Mathf.Min(_graphMaxY, ((_widget.fps / (_widget.fpsMax > 60 ? _widget.fpsMax : 60)) * _graphMaxY) - 1), _widget.colorFPS);
...with the following code:
_graph.SetPixel(_graphStartX, Mathf.Min(_graphMaxY, ((float)_widget.fps / Mathf.Max(_widget.fpsMax, 60)) * _graphMaxY), _widget.colorFPS);
For this bug, I reduced my rating from 4 stars to 3. But if all the above was fixed in the official code, I'll increase my rating to 5.
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3
0
Reply from publisher:
replied 8 years ago
Hi, thanks for your improvement suggestions! An update with the fixes included is on the way.
Can confirm zero functionality with unity 5.6.0f3. Results in Unity crash and game crash if built.
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1
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Reply from publisher:
replied 8 years ago
Hi! I've submitted a new version yesterday that should address the crash issue.
The asset is good, it's doing the job, but the graph generate a litle too much garbage, it's not really a problem but the asset would be perfect with 0 GC.
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2
0
Reply from publisher:
replied 8 years ago
The GC is actually caused by the C# call to measure GC counts. In the upcoming update (1.3.6) I added an option to toggle GC monitoring and it's turned off by default. Hth!
j
Breaks Unity Compiler / Author Can't Be Reached
9 years ago
johnnyjacqueson previous version 1.3.5
Though this seemed to be a promising asset, it doesn't work and causes the compile to lock up on Window 5.6.1. I figured just needed to be updated, and sent a message to the author though the email bounced. Not sure if this has been abandoned
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Reply from publisher:
replied 8 years ago
Sorry for the long delay and silence! I finally submitted a new version that fixes the crash issue.
Currently, it is broken with Unity 5.6+.
It is not recommended to purchase this to use with newer Unity versions, or if you expect prompt support.
I have patched the latest version to work with new Unity versions, but the developer is missing since April and isn't responding to support requests (I sent him the patch a few months ago).
The implementation is quite simple to use and the asset itself is very good. It's cheap too. So, if you're using Unity <5.6 or you can fix it yourself, it is very much worth it. If you need it, message me in the forums and I'll send a diff with my patches for you to apply on your purchased copy (need clean copy from the store, without letting Unity update with its script updater).
Note: review will be updated if/when the developer is active again. This does not reflect the quality of the asset itself (which is pretty good), just its current state (which is pretty bad).
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