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Advanced FPS Counter

A tiny performance HUD you ship inside the build: frame rate, frame time, memory and a full device readout, on every platform.

★ 5.0 · 339 reviewsshipping since 2013All platforms
Four counter layouts side by side, with different rows, colors and thresholds
Four of the layouts the counter can draw
What it shows

Three readouts, one overlay

Frame rate

  • FPS, frame time (ms)
  • Average, min / max
  • Color thresholds you set
  • Force-FPS for testing

Memory

  • Total, allocated, mono
  • Graphics driver memory
  • Spot leaks as they grow

Device info

  • OS, CPU, GPU, RAM
  • Screen & model
  • Attach it to bug reports
The point

In the build, not just the editor

The Unity Profiler stops at your desk. Advanced FPS Counter runs inside the shipped build, on the actual phone, headset or console where the frame drops happen, so QA and testers can read real numbers in the field. Anchor it anywhere, style it, toggle it with a hotkey or a screen gesture.

  • The counter overlay in a running build: frame rate, frame time, memory and device details
    Everything at onceEvery readout switched on, the way it looks in a running build.
  • Memory readout showing total, allocated, mono and graphics driver memory
    Memory counterTotal, allocated, mono and graphics driver memory, so a leak shows up as it grows.
  • Device readout showing OS, CPU, GPU, VRAM, RAM and screen details
    Device informationThe hardware the build is actually running on. Handy to paste into a bug report.
  • The counter drawn inside a VR scene, showing frame rate, render time and memory
    In VRThe same overlay inside a VR scene, where dropped frames are hardest to ignore.
Unity · every recent versionAll platforms + VR/WebGLIL2CPP & strippingFull C# source
Why not the free one

vs a free counter

 Advanced FPS CounterFree counters
FPS + frame timeYesUsually
Memory + full device infoYesRarely
Runs in shipped buildYesVaries
Full source + author supportYesNo
FAQ

Good to know

How do I add it to a scene?

One call, AFPSCounter.AddToScene(), or the editor shortcut. Then toggle it at runtime with a hotkey or gesture.

Will it hurt performance?

It's built to be light. You choose the update interval and which readouts are on, per platform.

Does it work on mobile and VR?

Yes, PC, mobile, consoles, VR and WebGL, on Mono and IL2CPP with stripping.

Measure where it matters

The low-friction way to see real frame data in the actual build. Full C# source, actively maintained.

Get Advanced FPS Counter