Scene Performance Analyzer View on Asset Store (opens in new tab)

Package details

Latest version
v1.2.0
Last updated
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Unity version
6000.3.14 or later
Package size
115 KB
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Scene Performance Analyzer

by Roy Baisliadou (opens in new tab)

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A real-time performance heatmap tool that helps you visualize and optimize rendering costs in scenes. Perfect for targeting high-performance environments, large open worlds, or VR projects.

Discount -33% Previous price $15.00 Price $9.99

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Price history

Last 6 months

USD
Price history for Scene Performance Analyzer, 6 months Current $9.99; lowest $9.99; highest $9.99 in this period. $0 $5 $10 Jun Jul Aug Sep Oct Nov Version v1.2.0 released 31 Aug 2026 v1.2.0

Asset preview

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Scene Performance Analyzer screenshot 1

Scene Performance Analyzer screenshot 1

About this asset

The Scene Performance Analyzer is an editor-only tool that visualizes the performance impact of every renderer in your scene. It estimates the GPU and CPU cost of objects using metrics such as triangle count, material complexity, and renderer state. This information is displayed in the form of a heatmap, helping you identify performance hotspots.

Key Features:

  • Instantly see which GameObjects are expensive to render using an in-editor color gradient overlay - Live Heatmap Visualization
  • Attributes real per-frame CPU/GPU time across renderers by measured complexity (triangles, submeshes, transparency, shadows, skinning) for a heatmap, with a per-object Measure button for verified ground-truth cost - Accurate Cost Estimation
  • Adjust thresholds, colors, update frequency, and visibility settings through a dedicated window - Customizable Settings
  • Editor-only script that does not affect runtime builds or gameplay logic - Lightweight and Safe
  • Ground-truth Isolation Measurement - one-click "Measure" per object: samples real frame time with and without the renderer, reporting its actual cost, not a heuristic
  • Real Frame Timing - CPU and GPU frame time pulled directly from Unity's ProfilerRecorder and FrameTimingManager, with a "GPU: n/a" fallback on platforms that don't expose GPU timing

Ideal For:

  • Developers working with large, open-world scenes
  • Artists optimizing static or baked environments
  • VR and mobile game developers with strict performance budgets
  • Teams aiming to catch render bottlenecks before profiling

Very Easy Setup

Simply install the package, add the ScenePerformanceAnalyzer script, and open the Scene Performance Analyzer window. The system starts tracking renderers and generating the heatmap on start.

From the publisher's Asset Store listing.

Technical details

Supported Render Pipelines

  • Built-in Render Pipeline (BRP)
  • Universal Render Pipeline (URP)
  • (Tested in 2021 LTS and newer. Heatmap appearance may vary slightly depending on RP shader support.) High Definition Render Pipeline (HDRP)

System Requirements

  • 2021.3 LTS or newer recommended
  • Editor-only: does not affect builds
  • Compatible with Windows, macOS, and Linux editors

How It Works

  • Samples real per-frame CPU/GPU timing via Unity's Profiler and FrameTimingManager APIs
  • Distributes that measured frame time across visible renderers, weighted by triangle count, submesh/material count, transparency (render queue), shadows, and skinning
  • Optional per-object "Measure" isolates a renderer (disable -> re-sample -> restore) for an accurate cost reading, independent of the heatmap's attributed estimate
  • Heatmap color is calculated per object using weighted scoring

Customization Options

  • Toggle heatmap visibility in Edit and Play mode
  • Adjustable thresholds for low/medium/high impact
  • Color settings for each heat level
  • Update rate control (live updates or on-demand)
  • Object filters (e.g. hide low-impact objects)
  • In-scene ms labels above objects, with a red wire outline on the current worst offender
  • CSV export includes triangles, vertices, materials, transparency, skinned state, and measured cost

Editor Integration

  • Window > Tools > Performance Analyzer
  • Preferences integrated for toggling Edit Mode visibility

Performance Impact

  • Very low editor overhead, updates in the background at controlled intervals
  • Designed to scale with large scenes

Limitations

  • The live heatmap's GPU/CPU columns are still attributed estimates, distributed across renderers by measured complexity; they won't perfectly match Unity's Profiler or Frame Debugger.
  • For ground-truth per-object cost, use the Measure button: it isolates the renderer and reports its real measured frame-time impact, independent of the heatmap estimate.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.3.14f1 Compatible Compatible Compatible

HDRP known issue (Editor-only): When the heatmap overlay is enabled, part of the Scene View toolbar/overlay may appear tinted by the heatmap color. This is visual-only; analyzer features and runtime builds are unaffected. Scope: HDRP Scene View (not URP/Built-in). Workaround: disable “Show Heatmap in Edit Mode”. Fix in progress.

As listed on the Asset Store.