Runtime Performance Budget CI OFFICIAL SALE

Performance goals only protect a release when they are written down, measured the same way, and allowed to fail the pipeline. Runtime Performance Budget CI turns repeatable game scenarios into explicit runtime budgets and evidence your CI can act on.

What it helps you do

  • Define scenario suites with warmup, measurement, filtering, and repeat rules.
  • Measure frame time, main-thread time, GC allocation, managed and total memory, renderer counters, and physics counters when the environment exposes them.
  • Set absolute limits and baseline-regression limits per metric.
  • Report unavailable counters as not measured instead of silently passing them.
  • Fingerprint the environment and refuse to call unlike machines a regression.
  • Measure in Editor play mode or a development player.
  • Export deterministic JSON, Markdown, and self-contained HTML reports and return CI exit codes.

Use it to protect a target frame budget, stop memory or allocation creep, or keep performance acceptance criteria beside the code that depends on them.

This is a budget runner, not a profiler. It tells you which scenario and metric failed; use Unity Profiler to locate the code responsible. Batch mode does not render, so renderer counters require a supported Editor or development-player measurement.

Read the complete documentation.