统计安卓帧率和内存

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class AnalysisTool : MonoBehaviour
{
private void Awake()
{
DontDestroyOnLoad(gameObject);
}

public Text mmText; // 用于显示FPS的UI Text组件
public Text mmText2; // 用于显示FPS的UI Text组件

// 调用 Android 原生方法获取 PSS 内存

(int,int) GetPSSMemory2()
{
    using (AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
    {
        AndroidJavaObject activity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
        AndroidJavaObject activityManager = activity.Call<AndroidJavaObject>("getSystemService", "activity");

        int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
        AndroidJavaObject[] processMemoryInfos = activityManager.Call<AndroidJavaObject[]>("getProcessMemoryInfo", new int[] { pid });

        AndroidJavaObject memoryInfo = processMemoryInfos[0];

        // 获取 PSS 内存(单位:KB)
        int pss = memoryInfo.Call<int>("getTotalPss");
        int uss = memoryInfo.Call<int>("getTotalPrivateDirty");
        return (pss,uss);           
    }
    return (0,0);
}       

void Update()
{
    if (Time.frameCount%30 == 0)
    {
        // 每帧打印 PSS 内存
       long m = (UnityEngine.Profiling.Profiler.GetTotalReservedMemoryLong());

        mmText2.text = "Reserved:" + (m /(1024 * 1024)).ToString() + " MB" +"   Allocated:"+(UnityEngine.Profiling.Profiler.GetTotalAllocatedMemoryLong() / (1024 * 1024))+ " MB";

#if UNITY_EDITOR
return;
#endif

        var memory = GetPSSMemory2();
        
        mmText.text = "pss:"+(memory.Item1 / 1024).ToString() + "MB" + "   uss: " + (memory.Item2 / 1024).ToString() + "MB" ;          
    }        
}

}

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