Blog
Product updates, engineering notes, and guides for getting more out of your game telemetry.
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Where does Unity loading end? From scene loading to player control
Measure scene-operation completion separately from playable readiness. Keep activation waits visible and use a consistent load interval with Framedash map_load.
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Which Unity memory number should you trust? Eight readings and the one Framedash sends
Eight memory readings from a 120-second Unity run: medians of 8.2 MB for the managed heap, 167.2 MB for Unity allocations, and 1,168.3 MB for private commit. What each counts, and which value Framedash reports.
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Unity draw calls: why a drop from 20,001 to 153 barely changed frame time
A 20,000-cube Unity 6 benchmark compares GPU instancing with direct rendering. The measured frame times show why fewer draw calls alone did little, and what the GameObject comparison can and cannot establish.
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Inspect spatial events with 3D heatmaps in your game editor
View Framedash event density as 3D voxels in Unity, Unreal Engine 5, and Godot (C#). Learn what the colors mean, how to set up the overlay, and how to use it alongside dashboard performance metrics and an engine profiler.
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Check game performance in CI before merging a change
Set up a repeatable build comparison with framedash perf-diff and run-profile-test. Learn what the P50 gate checks, how to choose a baseline, and what a passing result leaves unmeasured.
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Measure the build you ship: a performance workflow for Unity, UE5, and Godot
Choose a production-like measurement build, hold test conditions constant, and verify fixes on the target device. Practical guidance for Unity, UE5, and Godot.
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