Profiler: new unified overlay module; absorb PhysicsOverlayGUI

Add a standalone Profiler module (S3.profiler.json, disabled by default)
that hosts the in-game frame-time overlay previously owned by Physics
Optimizer.  The overlay now adapts to whichever modules are enabled:

- Always shows: render + physics frame-time graph, timing report.
- Physics Optimizer section (if enabled): LOD fast-path and auto-freeze
  quick-toggles with live stats, debug car count line.
- Mesh LOD section (if enabled): total tracked cars, loco/freight split,
  per-LOD-level counts refreshed once per second.

PhysicsOptimizerModule retains only the Harmony patches and
CarDebugVisualizer; ShowOverlay/OverlayOpacity removed from PhysicsSettings.
MeshLodInjector gains GetLodStats() and GetLodLevel() for the overlay.
BBox material shader search now tries URP/Lit before Standard.
/rpf overlay toggle redirected to ProfilerOverlayGUI.Instance.
This commit is contained in:
Seton Carmichael 2026-06-25 19:06:46 -04:00
parent 1b4ab97be5
commit 4853015eff
11 changed files with 495 additions and 335 deletions

View file

@ -30,6 +30,7 @@ public static class Main
// constructor. Order here is display order in the settings panel.
_registry.Register(new Modules.PhysicsOptimizer.PhysicsOptimizerModule());
_registry.Register(new Modules.MeshLod.MeshLodModule());
_registry.Register(new Modules.Profiler.ProfilerModule());
_registry.Register(new Modules.Popout.PopoutModule());
_registry.EnableConfigured();

View file

@ -48,6 +48,55 @@ static class MeshLodInjector
return (total, locos, total - locos);
}
// LOD level distribution — called at most once per second by the Profiler overlay.
public static (int total, int locos, int freight, int atLod0, int atLod1, int atLod2, int atLod3) GetLodStats()
{
int total = 0, locos = 0, freight = 0;
int atLod0 = 0, atLod1 = 0, atLod2 = 0, atLod3 = 0;
foreach (var wr in _trackedCars)
{
if (!wr.TryGetTarget(out Car? car) || car == null || car.BodyTransform == null) continue;
total++;
bool isLoco = car is BaseLocomotive;
if (isLoco) locos++; else freight++;
switch (GetLodLevel(car))
{
case 0: atLod0++; break;
case 1: atLod1++; break;
case 2: atLod2++; break;
default: atLod3++; break; // 3 = proxy box, -1 = no group (treated same)
}
}
return (total, locos, freight, atLod0, atLod1, atLod2, atLod3);
}
// Detect current LOD level by reading which renderer sets are active on the LODGroup.
// lods[0] = all renderers; lods[1] = lod1Keep subset; lods[2] = lod2Keep subset;
// lods[3] = bbox. Counting enabled renderers in lods[0] vs the subset sizes
// avoids storing extra per-car state.
static int GetLodLevel(Car car)
{
var lg = car.BodyTransform?.GetComponent<LODGroup>();
if (lg == null) return -1;
LOD[] lods = lg.GetLODs();
if (lods.Length < 4) return -1; // not our LODGroup
// LOD3: proxy box renderer is enabled
if (lods[3].renderers.Length > 0 && lods[3].renderers[0] is { } bbox && bbox.enabled)
return 3;
int enabled = 0;
foreach (var r in lods[0].renderers)
if (r != null && r.enabled) enabled++;
int total = lods[0].renderers.Length;
int lod2Keep = lods[2].renderers.Length;
if (enabled == total) return 0; // all renderers on: full detail
if (enabled == 0) return 3; // culled entirely: treat as LOD3
return enabled > lod2Keep ? 1 : 2; // more than structural count: LOD1, else LOD2
}
// Called from the UI whenever any setting changes.
// Triggers RefreshAll after RefreshDebounce seconds with no further changes,
// so slider drags don't spam scene rebuilds.
@ -267,18 +316,23 @@ static class MeshLodInjector
// ── Proxy box mesh ────────────────────────────────────────────────────────
// One matte Standard material shared across all proxy boxes; tinted to the
// car body's albedo so it looks approximately correct under any lighting.
// One matte material shared across all proxy boxes; tinted to the car body's
// albedo so it looks approximately correct under any lighting / post-processing.
// Tries URP first since Railroader uses the Universal Render Pipeline.
static Material GetOrCreateBBoxMat(Material? src)
{
if (_bboxMat != null) return _bboxMat;
var shader = Shader.Find("Standard") ?? Shader.Find("Legacy Shaders/Diffuse");
var shader = Shader.Find("Universal Render Pipeline/Lit")
?? Shader.Find("Universal Render Pipeline/Simple Lit")
?? Shader.Find("Standard")
?? Shader.Find("Legacy Shaders/Diffuse");
_bboxMat = shader != null ? new Material(shader) : new Material(src);
_bboxMat.color = src != null && src.HasProperty("_Color")
? src.color
: new Color(0.45f, 0.45f, 0.45f);
if (_bboxMat.HasProperty("_Metallic")) _bboxMat.SetFloat("_Metallic", 0f);
if (_bboxMat.HasProperty("_Glossiness")) _bboxMat.SetFloat("_Glossiness", 0.1f);
if (_bboxMat.HasProperty("_Glossiness")) _bboxMat.SetFloat("_Glossiness", 0.1f); // built-in
if (_bboxMat.HasProperty("_Smoothness")) _bboxMat.SetFloat("_Smoothness", 0.1f); // URP
return _bboxMat;
}

View file

@ -105,8 +105,8 @@ static class RpfCommands
static string ToggleOverlay()
{
var gui = PhysicsOverlayGUI.Instance;
if (gui == null) return "Overlay not initialized.";
var gui = Profiler.ProfilerOverlayGUI.Instance;
if (gui == null) return "Overlay not initialized (enable the Profiler module).";
gui.Visible = !gui.Visible;
return $"Overlay {(gui.Visible ? "shown" : "hidden")}.";
}

View file

@ -20,6 +20,7 @@ public sealed class PhysicsOptimizerModule : IModule
public static PhysicsSettings Settings { get; private set; } = new();
private static Harmony? _harmony;
private static GameObject? _hostGo;
// Attribute-annotated patch classes the module owns. PosCarsTimerPatch is NOT
// here — it has no [HarmonyPatch] attribute and is applied dynamically by
@ -40,7 +41,7 @@ public sealed class PhysicsOptimizerModule : IModule
public string DisplayName => "Physics Optimizer";
public string Description =>
"Cuts CPU time spent on train physics (LOD fast-path + auto-freeze for far/slow consists). " +
"Includes a profiler overlay and debug car tinting. Console: /rpf";
"Includes debug car tinting. Enable the Profiler module for the overlay. Console: /rpf";
public bool Enabled
{
@ -57,21 +58,17 @@ public sealed class PhysicsOptimizerModule : IModule
_harmony.CreateClassProcessor(t).Patch();
PhysicsTimer.TryPatchPositionCars(_harmony, Main.ModEntry.Logger);
var go = new GameObject("S3.PhysicsOptimizer.Host");
UnityEngine.Object.DontDestroyOnLoad(go);
PhysicsOverlayGUI overlay = go.AddComponent<PhysicsOverlayGUI>();
overlay.Visible = Settings.ShowOverlay;
overlay.Opacity = Settings.OverlayOpacity;
go.AddComponent<CarDebugVisualizer>();
_hostGo = new GameObject("[S3] PhysicsOptimizerHost");
UnityEngine.Object.DontDestroyOnLoad(_hostGo);
_hostGo.AddComponent<CarDebugVisualizer>();
}
public void OnDisable()
{
// Reserved for live toggling. Today modules apply on next launch, so this
// is not called; when it is, unpatch via _harmony.UnpatchAll("S3.physics")
// and destroy the host GameObject.
_harmony?.UnpatchAll("S3.physics");
_harmony = null;
if (_hostGo != null) UnityEngine.Object.Destroy(_hostGo);
_hostGo = null;
}
public void SaveSettings() => Persist();

View file

@ -1,286 +0,0 @@
using UnityEngine;
namespace S3.Modules.PhysicsOptimizer;
public class PhysicsOverlayGUI : MonoBehaviour
{
public static PhysicsOverlayGUI Instance { get; private set; }
public bool Visible = true;
public float Opacity = 1.0f;
Rect _windowRect = new(10f, 10f, 420f, 10f);
GUIStyle _blueLabel;
GUIStyle _greenLabel;
GUIStyle _yellowLabel;
GUIStyle _orangeLabel;
GUIStyle _dimLabel;
GUIStyle _fps60Label;
GUIStyle _fps30Label;
GUIStyle _onStyle; // bold green, no button background
GUIStyle _offStyle; // bold red, no button background
string _lodStatsStr = "";
string _freezeStatsStr = "";
string _debugStatsStr = "";
int _lodStatsFrame;
GUIStyle _windowStyle;
Texture2D _solidTex; // 1×1 white — lets GUI.backgroundColor.a control opacity 0100%
// Graph rendered as a texture — avoids all GL coordinate-space issues.
// Unity textures are Y-up (row 0 = bottom pixel), IMGUI is Y-down,
// but GUI.DrawTexture just stretches the texture into the target rect,
// so we flip Y in our write formula and the result renders correctly.
Texture2D _graphTex;
Color32[] _graphPixels;
const int TexW = 300; // matches RingSize exactly — 1 pixel column per sample
const int TexH = 90;
static readonly Color32 ColBg = new(16, 16, 16, 220);
static readonly Color32 Col60 = new(210, 210, 210, 255); // 60fps reference line
static readonly Color32 Col30 = new(210, 210, 210, 255); // 30fps reference line
static readonly Color32 ColRender = new(50, 140, 215, 255); // render frame time (blue)
static readonly Color32 ColFrame = new(70, 200, 70, 255); // FixedUpdate total (green)
static readonly Color32 ColTick = new(210, 185, 50, 255); // Tick() only (yellow)
static readonly Color32 ColPosCars = new(220, 110, 30, 255); // PositionCars (orange)
static readonly int WindowId = "S3PhysicsOverlay".GetHashCode();
const float RefFps60Ms = 16.7f;
const float RefFps30Ms = 33.3f;
void Awake()
{
Instance = this;
_graphTex = new Texture2D(TexW, TexH, TextureFormat.RGBA32, false)
{ filterMode = FilterMode.Point, hideFlags = HideFlags.HideAndDontSave };
_graphPixels = new Color32[TexW * TexH];
_solidTex = new Texture2D(1, 1, TextureFormat.RGBA32, false)
{ hideFlags = HideFlags.HideAndDontSave };
_solidTex.SetPixel(0, 0, Color.white);
_solidTex.Apply();
}
void LateUpdate()
{
// Record render frame time each rendered frame (not each physics tick).
// Time.unscaledDeltaTime = wall-clock ms since last render frame.
PhysicsTimer.RecordRenderFrame(Time.unscaledDeltaTime * 1000f);
}
void OnDestroy()
{
if (_graphTex != null) Destroy(_graphTex);
if (_solidTex != null) Destroy(_solidTex);
Instance = null;
}
void OnGUI()
{
if (!Visible) return;
EnsureStyles();
// Tint the solid-white window background to dark gray at the chosen opacity.
// Using a custom style (solid texture) means Opacity=1 → fully opaque, not
// capped by whatever alpha the default IMGUI skin has baked in.
Color prevBg = GUI.backgroundColor;
GUI.backgroundColor = new Color(0.063f, 0.063f, 0.063f, Opacity);
_windowRect = GUILayout.Window(WindowId, _windowRect, DrawWindow,
"Physics Profiler", _windowStyle, GUILayout.MinWidth(420f));
GUI.backgroundColor = prevBg;
}
void DrawWindow(int _)
{
// The window background was already drawn with the opacity tint — restore
// backgroundColor so buttons and labels inside use their normal skin colors.
GUI.backgroundColor = Color.white;
GUILayout.Label(PhysicsTimer.GetReport());
// Reserve space for graph in window-local coords.
Rect localRect = GUILayoutUtility.GetRect(
GUIContent.none, GUIStyle.none,
GUILayout.Height(TexH), GUILayout.ExpandWidth(true));
if (Event.current.type == EventType.Repaint)
{
UpdateGraphTexture();
// GUI.DrawTexture uses window-local coords — no coordinate conversion needed.
GUI.DrawTexture(localRect, _graphTex, ScaleMode.StretchToFill);
// 10% headroom above the 30fps line so it's never squashed against the top pixel row.
float maxMs = Mathf.Max(PhysicsTimer.GetRingMax(), RefFps30Ms * 1.1f);
// Reference-line labels: centered vertically on the line, anchored to right edge.
float y60Gui = LocalGaugeY(localRect, maxMs, RefFps60Ms);
GUI.Label(new Rect(localRect.xMax - 54f, y60Gui - 9f, 52f, 18f), "60 fps", _fps60Label);
float y30Gui = LocalGaugeY(localRect, maxMs, RefFps30Ms);
GUI.Label(new Rect(localRect.xMax - 54f, y30Gui - 9f, 52f, 18f), "30 fps", _fps30Label);
// Current sample readout (top-left of graph).
int prev = (PhysicsTimer.RingWrite - 1 + PhysicsTimer.RingSize) % PhysicsTimer.RingSize;
GUI.Label(new Rect(localRect.x + 4f, localRect.y + 2f, 340f, 20f),
$"render:{PhysicsTimer.RingRender[prev]:F2}ms phys:{PhysicsTimer.RingFrame[prev]:F2}ms tick:{PhysicsTimer.RingTick[prev]:F2}ms",
_dimLabel);
}
// Legend row
GUILayout.BeginHorizontal();
GUILayout.Label(" ■ Render", _blueLabel);
GUILayout.Label(" ■ FixedUpdate", _greenLabel);
GUILayout.Label(" ■ Tick()", _yellowLabel);
if (PhysicsTimer.HasPosCarsData)
GUILayout.Label(" ■ PosCars", _orangeLabel);
GUILayout.Label($" [{PhysicsTimer.RingSize} frames]", _dimLabel);
GUILayout.EndHorizontal();
// Physics Optimizer row: plain-text toggle (no button background), then slow-updating stats
GUILayout.BeginHorizontal();
GUILayout.Label("Physics Optimizer", _dimLabel, GUILayout.Width(130f));
if (GUILayout.Button(ConsistLOD.Enabled ? "ON" : "OFF",
ConsistLOD.Enabled ? _onStyle : _offStyle, GUILayout.Width(34f)))
{
ConsistLOD.Enabled = !ConsistLOD.Enabled;
// Persist toggle state so it survives a game restart.
PhysicsOptimizerModule.Settings.OptimizerEnabled = ConsistLOD.Enabled;
PhysicsOptimizerModule.Persist();
}
// Stats refresh once per second — readable, not flickering
if (Time.frameCount != _lodStatsFrame && Time.frameCount % 60 == 0)
{
_lodStatsFrame = Time.frameCount;
if (ConsistLOD.Enabled)
{
int fast = ConsistLOD.LastFastPathCount;
int full = ConsistLOD.LastFullPathCount;
int total = fast + full;
_lodStatsStr = $"fast:{fast}/{total} full:{full}/{total} dist:{ConsistLOD.DistanceThreshold:F0}m resync:1/{ConsistLOD.ResyncInterval}";
}
else
{
_lodStatsStr = "";
}
int atRest = ConsistFreezer.LastAtRestCars;
int byDist = ConsistFreezer.LastDistanceCars;
_freezeStatsStr = $"stopped:{atRest} dist/spd:{byDist}";
bool anyDbg = PhysicsOptimizerModule.Settings.DebugHighlightFrozen ||
PhysicsOptimizerModule.Settings.DebugHighlightFastPath ||
PhysicsOptimizerModule.Settings.DebugHighlightFullPath;
_debugStatsStr = anyDbg
? $"dbg — frozen:{ConsistFreezer.FrozenCars.Count} fast:{ConsistLOD.FastPathCars.Count} full:{ConsistLOD.FullPathCars.Count} tinted:{CarDebugVisualizer.Instance?.TintedCount ?? 0}"
: "";
}
GUILayout.Label(_lodStatsStr, _dimLabel);
GUILayout.EndHorizontal();
if (_debugStatsStr.Length > 0)
GUILayout.Label(_debugStatsStr, _dimLabel);
// Auto-freeze row — shows cars skipping the Verlet tick each physics step
GUILayout.BeginHorizontal();
GUILayout.Label("Auto Freeze", _dimLabel, GUILayout.Width(130f));
if (GUILayout.Button(ConsistFreezer.AutoFreezeEnabled ? "ON" : "OFF",
ConsistFreezer.AutoFreezeEnabled ? _onStyle : _offStyle, GUILayout.Width(34f)))
{
ConsistFreezer.AutoFreezeEnabled = !ConsistFreezer.AutoFreezeEnabled;
PhysicsOptimizerModule.Settings.AutoFreezeEnabled = ConsistFreezer.AutoFreezeEnabled;
PhysicsOptimizerModule.Persist();
}
GUILayout.Label(_freezeStatsStr, _dimLabel);
GUILayout.EndHorizontal();
GUI.DragWindow(new Rect(0f, 0f, _windowRect.width, 20f));
}
// Y in IMGUI window-local space: top of rect = maxMs, bottom = 0ms.
static float LocalGaugeY(Rect r, float maxMs, float ms) =>
r.yMax - Mathf.Clamp01(ms / maxMs) * r.height;
void UpdateGraphTexture()
{
float maxMs = Mathf.Max(PhysicsTimer.GetRingMax(), RefFps30Ms * 1.1f);
int write = PhysicsTimer.RingWrite;
int n = PhysicsTimer.RingSize;
float[] render = PhysicsTimer.RingRender;
float[] frame = PhysicsTimer.RingFrame;
float[] tick = PhysicsTimer.RingTick;
float[] posCars = PhysicsTimer.RingPosCars;
// Background fill.
for (int i = 0; i < _graphPixels.Length; i++)
_graphPixels[i] = ColBg;
// Stacked filled areas — drawn back-to-front so later layers paint over earlier ones.
//
// Layer 1 (bottom): render frame time.
DrawFilledArea(render, null, n, write, maxMs, ColRender);
// Layer 2: FixedUpdate total, stacked on top of render.
DrawFilledArea(frame, render, n, write, maxMs, ColFrame);
// Layer 3: Tick(), painted over the lower part of the FixedUpdate band (same baseline).
DrawFilledArea(tick, render, n, write, maxMs, ColTick);
// Layer 4: PosCars, painted over the lower part of the Tick band (same baseline).
if (PhysicsTimer.HasPosCarsData)
DrawFilledArea(posCars, render, n, write, maxMs, ColPosCars);
// Reference lines on top of all data.
DrawHLine(maxMs, RefFps60Ms, Col60);
DrawHLine(maxMs, RefFps30Ms, Col30);
_graphTex.SetPixels32(_graphPixels);
_graphTex.Apply(false);
}
// Pixel row for a given ms value: row 0 = bottom (0ms), row TexH-1 = top (maxMs).
static int MsToRow(float ms, float maxMs) =>
Mathf.Clamp((int)(ms / maxMs * TexH), 0, TexH - 1);
void DrawHLine(float maxMs, float ms, Color32 color)
{
int row = MsToRow(ms, maxMs);
int offset = row * TexW;
for (int x = 0; x < TexW; x++)
_graphPixels[offset + x] = color;
}
// Fills a solid area from [baselines[i]] to [baselines[i] + values[i]] for each sample column.
// baselines == null means 0 (fill from the bottom of the chart).
void DrawFilledArea(float[] values, float[] baselines, int n, int write, float maxMs, Color32 color)
{
for (int x = 0; x < TexW; x++)
{
int si = (write + (int)((float)x / TexW * n)) % n;
float bot = baselines != null ? baselines[si] : 0f;
int rowBot = MsToRow(bot, maxMs);
int rowTop = MsToRow(bot + values[si], maxMs);
int lo = Mathf.Min(rowBot, rowTop);
int hi = Mathf.Max(rowBot, rowTop);
for (int r = lo; r <= hi; r++)
_graphPixels[r * TexW + x] = color;
}
}
void EnsureStyles()
{
if (_blueLabel != null) return;
_blueLabel = new GUIStyle(GUI.skin.label) { normal = { textColor = new Color(0.2f, 0.55f, 0.85f) } };
_greenLabel = new GUIStyle(GUI.skin.label) { normal = { textColor = new Color(0.4f, 1f, 0.4f) } };
_yellowLabel = new GUIStyle(GUI.skin.label) { normal = { textColor = new Color(1f, 0.85f, 0.2f) } };
_orangeLabel = new GUIStyle(GUI.skin.label) { normal = { textColor = new Color(0.9f, 0.45f, 0.1f) } };
_dimLabel = new GUIStyle(GUI.skin.label) { normal = { textColor = new Color(0.55f, 0.55f, 0.55f) } };
_fps60Label = new GUIStyle(GUI.skin.label) { normal = { textColor = new Color(0.82f, 0.82f, 0.82f) } };
_fps30Label = new GUIStyle(GUI.skin.label) { normal = { textColor = new Color(0.82f, 0.82f, 0.82f) } };
_onStyle = new GUIStyle(GUI.skin.label) { normal = { textColor = new Color(0.4f, 1f, 0.4f) }, hover = { textColor = new Color(0.7f, 1f, 0.7f) } };
_offStyle = new GUIStyle(GUI.skin.label) { normal = { textColor = new Color(1f, 0.35f, 0.3f) }, hover = { textColor = new Color(1f, 0.6f, 0.55f) } };
// Custom window style: solid white background texture so GUI.backgroundColor.a
// gives true 0100% opacity rather than being capped by the skin's baked-in alpha.
_windowStyle = new GUIStyle(GUI.skin.window);
_windowStyle.normal.background = _solidTex;
_windowStyle.onNormal.background = _solidTex;
_windowStyle.focused.background = _solidTex;
_windowStyle.onFocused.background = _solidTex;
}
}

View file

@ -20,10 +20,6 @@ public class PhysicsSettings
public float AutoFreezeDistance = 200f; // meters
public float AutoFreezeSpeedThreshold = 0.09f; // m/s (~0.2 mph)
// Profiler overlay
public bool ShowOverlay = true;
public float OverlayOpacity = 0.75f;
// Locomotive exclusions
public bool ExcludeLocosFromLOD = true;
public bool ExcludeLocosFromFreeze = true;

View file

@ -230,35 +230,6 @@ static class PhysicsSettingsUI
GUILayout.Space(12f);
// ── Profiler Overlay ──────────────────────────────────────────────────────
GUILayout.Label("<b>Profiler Overlay</b>", GUILayout.ExpandWidth(false));
GUILayout.Space(4f);
bool newOverlay = GUILayout.Toggle(s.ShowOverlay, " Show in-game profiler overlay");
if (newOverlay != s.ShowOverlay)
{
s.ShowOverlay = newOverlay;
if (PhysicsOverlayGUI.Instance != null)
PhysicsOverlayGUI.Instance.Visible = newOverlay;
changed = true;
}
GUILayout.Space(4f);
GUILayout.BeginHorizontal();
GUILayout.Label($"Opacity: {s.OverlayOpacity * 100f:F0}%", GUILayout.Width(110f));
float newOpacity = GUILayout.HorizontalSlider(s.OverlayOpacity, 0.1f, 1.0f, GUILayout.Width(200f));
GUILayout.EndHorizontal();
if (Mathf.Abs(newOpacity - s.OverlayOpacity) > 0.01f)
{
s.OverlayOpacity = newOpacity;
if (PhysicsOverlayGUI.Instance != null)
PhysicsOverlayGUI.Instance.Opacity = s.OverlayOpacity;
changed = true;
}
GUILayout.Space(12f);
// ── Debug Visualization ───────────────────────────────────────────────────
GUILayout.Label("<b>Debug Visualization</b>", GUILayout.ExpandWidth(false));
GUILayout.Space(4f);

View file

@ -0,0 +1,48 @@
using S3.Core;
using UnityEngine;
namespace S3.Modules.Profiler;
public sealed class ProfilerModule : IModule
{
private const string SettingsFile = "S3.profiler.json";
public static ProfilerSettings Settings { get; private set; } = new();
private static GameObject? _hostGo;
public ProfilerModule() => Settings = SettingsStore.Load<ProfilerSettings>(SettingsFile);
public string Id => "profiler";
public string DisplayName => "Profiler";
public string Description =>
"In-game performance overlay: render and physics frame-time graph, " +
"Physics Optimizer quick-toggles, and Mesh LOD car counts. " +
"Sections appear only when the corresponding module is enabled.";
public bool Enabled
{
get => Settings.enabled;
set => Settings.enabled = value;
}
public void OnEnable()
{
_hostGo = new GameObject("[S3] ProfilerHost");
UnityEngine.Object.DontDestroyOnLoad(_hostGo);
var overlay = _hostGo.AddComponent<ProfilerOverlayGUI>();
overlay.Visible = Settings.visible;
overlay.Opacity = Settings.opacity;
}
public void OnDisable()
{
if (_hostGo != null) UnityEngine.Object.Destroy(_hostGo);
_hostGo = null;
}
public void SaveSettings() => Persist();
internal static void Persist() => SettingsStore.Save(SettingsFile, Settings);
public void DrawSettings() => ProfilerSettingsUI.Draw();
}

View file

@ -0,0 +1,290 @@
using S3.Modules.MeshLod;
using S3.Modules.PhysicsOptimizer;
using UnityEngine;
namespace S3.Modules.Profiler;
public class ProfilerOverlayGUI : MonoBehaviour
{
public static ProfilerOverlayGUI? Instance { get; private set; }
public bool Visible = true;
public float Opacity = 0.85f;
Rect _windowRect = new(10f, 10f, 420f, 10f);
GUIStyle _blueLabel;
GUIStyle _greenLabel;
GUIStyle _yellowLabel;
GUIStyle _orangeLabel;
GUIStyle _dimLabel;
GUIStyle _fps60Label;
GUIStyle _fps30Label;
GUIStyle _onStyle;
GUIStyle _offStyle;
GUIStyle _windowStyle;
Texture2D _solidTex;
Texture2D _graphTex;
Color32[] _graphPixels;
const int TexW = 300;
const int TexH = 90;
static readonly Color32 ColBg = new(16, 16, 16, 220);
static readonly Color32 Col60 = new(210, 210, 210, 255);
static readonly Color32 Col30 = new(210, 210, 210, 255);
static readonly Color32 ColRender = new(50, 140, 215, 255);
static readonly Color32 ColFrame = new(70, 200, 70, 255);
static readonly Color32 ColTick = new(210, 185, 50, 255);
static readonly Color32 ColPosCars = new(220, 110, 30, 255);
static readonly int WindowId = "S3ProfilerOverlay".GetHashCode();
const float RefFps60Ms = 16.7f;
const float RefFps30Ms = 33.3f;
// Per-second stats cache
string _physLodStr = "";
string _physFreezeStr = "";
string _physDebugStr = "";
string _meshLodStr = "";
int _statsFrame;
void Awake()
{
Instance = this;
_graphTex = new Texture2D(TexW, TexH, TextureFormat.RGBA32, false)
{ filterMode = FilterMode.Point, hideFlags = HideFlags.HideAndDontSave };
_graphPixels = new Color32[TexW * TexH];
_solidTex = new Texture2D(1, 1, TextureFormat.RGBA32, false)
{ hideFlags = HideFlags.HideAndDontSave };
_solidTex.SetPixel(0, 0, Color.white);
_solidTex.Apply();
}
void LateUpdate() => PhysicsTimer.RecordRenderFrame(Time.unscaledDeltaTime * 1000f);
void OnDestroy()
{
if (_graphTex != null) Destroy(_graphTex);
if (_solidTex != null) Destroy(_solidTex);
Instance = null;
}
void OnGUI()
{
if (!Visible) return;
EnsureStyles();
Color prevBg = GUI.backgroundColor;
GUI.backgroundColor = new Color(0.063f, 0.063f, 0.063f, Opacity);
_windowRect = GUILayout.Window(WindowId, _windowRect, DrawWindow,
"Profiler", _windowStyle, GUILayout.MinWidth(420f));
GUI.backgroundColor = prevBg;
}
void DrawWindow(int _)
{
GUI.backgroundColor = Color.white;
// ── Frame-time report ─────────────────────────────────────────────────
GUILayout.Label(PhysicsTimer.GetReport());
Rect graphRect = GUILayoutUtility.GetRect(
GUIContent.none, GUIStyle.none,
GUILayout.Height(TexH), GUILayout.ExpandWidth(true));
if (Event.current.type == EventType.Repaint)
{
UpdateGraphTexture();
GUI.DrawTexture(graphRect, _graphTex, ScaleMode.StretchToFill);
float maxMs = Mathf.Max(PhysicsTimer.GetRingMax(), RefFps30Ms * 1.1f);
GUI.Label(new Rect(graphRect.xMax - 54f, LocalGaugeY(graphRect, maxMs, RefFps60Ms) - 9f, 52f, 18f), "60 fps", _fps60Label);
GUI.Label(new Rect(graphRect.xMax - 54f, LocalGaugeY(graphRect, maxMs, RefFps30Ms) - 9f, 52f, 18f), "30 fps", _fps30Label);
int prev = (PhysicsTimer.RingWrite - 1 + PhysicsTimer.RingSize) % PhysicsTimer.RingSize;
GUI.Label(new Rect(graphRect.x + 4f, graphRect.y + 2f, 340f, 20f),
$"render:{PhysicsTimer.RingRender[prev]:F2}ms phys:{PhysicsTimer.RingFrame[prev]:F2}ms tick:{PhysicsTimer.RingTick[prev]:F2}ms",
_dimLabel);
}
GUILayout.BeginHorizontal();
GUILayout.Label(" ■ Render", _blueLabel);
GUILayout.Label(" ■ FixedUpdate", _greenLabel);
GUILayout.Label(" ■ Tick()", _yellowLabel);
if (PhysicsTimer.HasPosCarsData)
GUILayout.Label(" ■ PosCars", _orangeLabel);
GUILayout.Label($" [{PhysicsTimer.RingSize} frames]", _dimLabel);
GUILayout.EndHorizontal();
// Refresh per-second stats cache
if (Time.frameCount != _statsFrame && Time.frameCount % 60 == 0)
{
_statsFrame = Time.frameCount;
RefreshStats();
}
// ── Physics Optimizer section ─────────────────────────────────────────
if (PhysicsOptimizerModule.Settings.enabled && ProfilerModule.Settings.showPhysicsSection)
{
GUILayout.Space(4f);
GUILayout.BeginHorizontal();
GUILayout.Label("Physics Optimizer", _dimLabel, GUILayout.Width(130f));
if (GUILayout.Button(ConsistLOD.Enabled ? "ON" : "OFF",
ConsistLOD.Enabled ? _onStyle : _offStyle, GUILayout.Width(34f)))
{
ConsistLOD.Enabled = !ConsistLOD.Enabled;
PhysicsOptimizerModule.Settings.OptimizerEnabled = ConsistLOD.Enabled;
PhysicsOptimizerModule.Persist();
}
GUILayout.Label(_physLodStr, _dimLabel);
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.Label("Auto Freeze", _dimLabel, GUILayout.Width(130f));
if (GUILayout.Button(ConsistFreezer.AutoFreezeEnabled ? "ON" : "OFF",
ConsistFreezer.AutoFreezeEnabled ? _onStyle : _offStyle, GUILayout.Width(34f)))
{
ConsistFreezer.AutoFreezeEnabled = !ConsistFreezer.AutoFreezeEnabled;
PhysicsOptimizerModule.Settings.AutoFreezeEnabled = ConsistFreezer.AutoFreezeEnabled;
PhysicsOptimizerModule.Persist();
}
GUILayout.Label(_physFreezeStr, _dimLabel);
GUILayout.EndHorizontal();
if (_physDebugStr.Length > 0)
GUILayout.Label(_physDebugStr, _dimLabel);
}
// ── Mesh LOD section ──────────────────────────────────────────────────
if (MeshLodModule.Settings.enabled && ProfilerModule.Settings.showMeshLodSection)
{
GUILayout.Space(4f);
GUILayout.Label(_meshLodStr, _dimLabel);
}
GUI.DragWindow(new Rect(0f, 0f, _windowRect.width, 20f));
}
void RefreshStats()
{
bool physOn = PhysicsOptimizerModule.Settings.enabled;
if (physOn && ConsistLOD.Enabled)
{
int fast = ConsistLOD.LastFastPathCount;
int full = ConsistLOD.LastFullPathCount;
_physLodStr = $"fast:{fast}/{fast + full} full:{full}/{fast + full} dist:{ConsistLOD.DistanceThreshold:F0}m resync:1/{ConsistLOD.ResyncInterval}";
}
else
{
_physLodStr = "";
}
if (physOn)
{
_physFreezeStr = $"stopped:{ConsistFreezer.LastAtRestCars} dist/spd:{ConsistFreezer.LastDistanceCars}";
bool anyDbg = PhysicsOptimizerModule.Settings.DebugHighlightFrozen ||
PhysicsOptimizerModule.Settings.DebugHighlightFastPath ||
PhysicsOptimizerModule.Settings.DebugHighlightFullPath;
_physDebugStr = anyDbg
? $"dbg frozen:{ConsistFreezer.FrozenCars.Count} fast:{ConsistLOD.FastPathCars.Count} full:{ConsistLOD.FullPathCars.Count} tinted:{CarDebugVisualizer.Instance?.TintedCount ?? 0}"
: "";
}
else
{
_physFreezeStr = _physDebugStr = "";
}
if (MeshLodModule.Settings.enabled)
{
var (tot, locos, freight, l0, l1, l2, l3) = MeshLodInjector.GetLodStats();
_meshLodStr = tot == 0
? "Mesh LOD — no cars loaded yet"
: $"Mesh LOD — {tot} tracked ({locos}L / {freight}C) LOD0:{l0} LOD1:{l1} LOD2:{l2} LOD3:{l3}";
}
else
{
_meshLodStr = "";
}
}
// ── Graph rendering ───────────────────────────────────────────────────────
void UpdateGraphTexture()
{
float maxMs = Mathf.Max(PhysicsTimer.GetRingMax(), RefFps30Ms * 1.1f);
int write = PhysicsTimer.RingWrite;
int n = PhysicsTimer.RingSize;
for (int i = 0; i < _graphPixels.Length; i++)
_graphPixels[i] = ColBg;
DrawFilledArea(PhysicsTimer.RingRender, null, n, write, maxMs, ColRender);
DrawFilledArea(PhysicsTimer.RingFrame, PhysicsTimer.RingRender, n, write, maxMs, ColFrame);
DrawFilledArea(PhysicsTimer.RingTick, PhysicsTimer.RingRender, n, write, maxMs, ColTick);
if (PhysicsTimer.HasPosCarsData)
DrawFilledArea(PhysicsTimer.RingPosCars, PhysicsTimer.RingRender, n, write, maxMs, ColPosCars);
DrawHLine(maxMs, RefFps60Ms, Col60);
DrawHLine(maxMs, RefFps30Ms, Col30);
_graphTex.SetPixels32(_graphPixels);
_graphTex.Apply(false);
}
static float LocalGaugeY(Rect r, float maxMs, float ms) =>
r.yMax - Mathf.Clamp01(ms / maxMs) * r.height;
static int MsToRow(float ms, float maxMs) =>
Mathf.Clamp((int)(ms / maxMs * TexH), 0, TexH - 1);
void DrawHLine(float maxMs, float ms, Color32 color)
{
int row = MsToRow(ms, maxMs);
for (int x = 0; x < TexW; x++)
_graphPixels[row * TexW + x] = color;
}
void DrawFilledArea(float[] values, float[]? baselines, int n, int write, float maxMs, Color32 color)
{
for (int x = 0; x < TexW; x++)
{
int si = (write + (int)((float)x / TexW * n)) % n;
float bot = baselines != null ? baselines[si] : 0f;
int rowBot = MsToRow(bot, maxMs);
int rowTop = MsToRow(bot + values[si], maxMs);
int lo = Mathf.Min(rowBot, rowTop);
int hi = Mathf.Max(rowBot, rowTop);
for (int r = lo; r <= hi; r++)
_graphPixels[r * TexW + x] = color;
}
}
void EnsureStyles()
{
if (_blueLabel != null) return;
_blueLabel = new GUIStyle(GUI.skin.label) { normal = { textColor = new Color(0.2f, 0.55f, 0.85f) } };
_greenLabel = new GUIStyle(GUI.skin.label) { normal = { textColor = new Color(0.4f, 1f, 0.4f) } };
_yellowLabel = new GUIStyle(GUI.skin.label) { normal = { textColor = new Color(1f, 0.85f, 0.2f) } };
_orangeLabel = new GUIStyle(GUI.skin.label) { normal = { textColor = new Color(0.9f, 0.45f, 0.1f) } };
_dimLabel = new GUIStyle(GUI.skin.label) { normal = { textColor = new Color(0.55f, 0.55f, 0.55f) } };
_fps60Label = new GUIStyle(GUI.skin.label) { normal = { textColor = new Color(0.82f, 0.82f, 0.82f) } };
_fps30Label = new GUIStyle(GUI.skin.label) { normal = { textColor = new Color(0.82f, 0.82f, 0.82f) } };
_onStyle = new GUIStyle(GUI.skin.label)
{
normal = { textColor = new Color(0.4f, 1f, 0.4f) },
hover = { textColor = new Color(0.7f, 1f, 0.7f) },
};
_offStyle = new GUIStyle(GUI.skin.label)
{
normal = { textColor = new Color(1f, 0.35f, 0.3f) },
hover = { textColor = new Color(1f, 0.6f, 0.55f) },
};
_windowStyle = new GUIStyle(GUI.skin.window);
_windowStyle.normal.background = _solidTex;
_windowStyle.onNormal.background = _solidTex;
_windowStyle.focused.background = _solidTex;
_windowStyle.onFocused.background = _solidTex;
}
}

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@ -0,0 +1,13 @@
using System;
namespace S3.Modules.Profiler;
[Serializable]
public class ProfilerSettings
{
public bool enabled = false;
public bool visible = true;
public float opacity = 0.85f;
public bool showPhysicsSection = true;
public bool showMeshLodSection = true;
}

View file

@ -0,0 +1,76 @@
using S3.Modules.MeshLod;
using S3.Modules.PhysicsOptimizer;
using UnityEngine;
namespace S3.Modules.Profiler;
static class ProfilerSettingsUI
{
public static void Draw()
{
ProfilerSettings s = ProfilerModule.Settings;
bool changed = false;
GUILayout.BeginVertical();
GUILayout.Label("<b>Profiler</b> — in-game frame-time overlay with module readouts");
GUILayout.Space(4f);
GUILayout.Label(
" Always shows the render and physics frame-time graph.\n" +
" Physics Optimizer and Mesh LOD sections appear when those modules are enabled.",
GUI.skin.label);
// ── Overlay visibility ────────────────────────────────────────────────
GUILayout.Space(10f);
GUILayout.Label("<b>Display</b>");
GUILayout.Space(4f);
bool newVisible = GUILayout.Toggle(s.visible, " Show overlay in-game");
if (newVisible != s.visible)
{
s.visible = newVisible;
if (ProfilerOverlayGUI.Instance != null)
ProfilerOverlayGUI.Instance.Visible = newVisible;
changed = true;
}
GUILayout.Space(4f);
GUILayout.BeginHorizontal();
GUILayout.Label($"Opacity: {s.opacity * 100f:F0}%", GUILayout.Width(110f));
float newOpacity = GUILayout.HorizontalSlider(s.opacity, 0.1f, 1.0f, GUILayout.Width(200f));
GUILayout.EndHorizontal();
if (Mathf.Abs(newOpacity - s.opacity) > 0.01f)
{
s.opacity = newOpacity;
if (ProfilerOverlayGUI.Instance != null)
ProfilerOverlayGUI.Instance.Opacity = newOpacity;
changed = true;
}
// ── Section visibility ────────────────────────────────────────────────
GUILayout.Space(10f);
GUILayout.Label("<b>Sections</b>");
GUILayout.Space(4f);
bool physAvail = PhysicsOptimizerModule.Settings.enabled;
GUI.enabled = physAvail;
bool newPhys = GUILayout.Toggle(s.showPhysicsSection && physAvail,
" Physics Optimizer" + (physAvail ? "" : " (module not enabled)"));
GUI.enabled = true;
if (newPhys != s.showPhysicsSection && physAvail)
{ s.showPhysicsSection = newPhys; changed = true; }
bool meshAvail = MeshLodModule.Settings.enabled;
GUI.enabled = meshAvail;
bool newMesh = GUILayout.Toggle(s.showMeshLodSection && meshAvail,
" Mesh LOD" + (meshAvail ? "" : " (module not enabled)"));
GUI.enabled = true;
if (newMesh != s.showMeshLodSection && meshAvail)
{ s.showMeshLodSection = newMesh; changed = true; }
GUILayout.EndVertical();
if (changed) ProfilerModule.Persist();
}
}