Clarify the scope of captured mesh resource measurements

This commit is contained in:
NINI
2026-10-09 00:23:55 +09:00
parent b880cc196c
commit 83182e7f3e
@@ -302,7 +302,7 @@ namespace MagnetismHeroes.Tests
editorCameraRenderMilliseconds = (float)timer.Elapsed.TotalMilliseconds,
textureMemory = Resources.FindObjectsOfTypeAll<Texture>().Sum(item => Profiler.GetRuntimeMemorySizeLong(item)),
allocatedMemory = Profiler.GetTotalAllocatedMemoryLong(), cameraPosition = camera.transform.position, cameraRotation = camera.transform.rotation,
method = "Actual Main scene PlayMode Camera.Render to RT, ScreenSpaceCamera canvas; simulated viewport, not Android capture. Triangles are resident mesh-instance index counts, including inactive retained scene objects; Camera.Render elapsed is Editor CPU wall time, not GPU time or device FPS. Texture memory includes all Editor-loaded textures." };
method = "Actual Main scene PlayMode Camera.Render to RT, ScreenSpaceCamera canvas; simulated viewport, not Android capture. Triangles are resident index counts for active mesh instances, including the retained floor with its Renderer disabled; they are not submitted GPU triangles. Camera.Render elapsed is Editor CPU wall time, not GPU time or device FPS. Texture memory includes all Editor-loaded textures." };
File.WriteAllText(Path.Combine(_evidence, name + ".json"), JsonUtility.ToJson(record, true));
if (name == "world21-ten-single-groups-phone-default")
File.WriteAllLines(Path.Combine(_evidence, "editor-loaded-textures.txt"), Resources.FindObjectsOfTypeAll<Texture>()