Advanced FPS Counter
A tiny performance HUD you ship inside the build. It shows frame rate, frame time, memory and full device details on every platform.

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
In the shipped build
The Unity Profiler stops at your desk. Advanced FPS Counter runs inside the shipped build, on the actual phone, headset or console where frames drop, so QA and testers see real numbers in the field. You can anchor and style it anywhere and toggle it with a hotkey or a screen gesture.
vs a free counter
| Advanced FPS Counter | Free counters | |
|---|---|---|
| FPS + frame time | Yes | Usually |
| Memory + full device info | Yes | Rarely |
| Runs in shipped build | Yes | Varies |
| Full source + author support | Yes | No |
Good to know
How do I add it to a scene?
Call AFPSCounter.AddToScene() or use the editor shortcut. Then toggle it at runtime with a hotkey or gesture.
Will it hurt performance?
It's built to be light. You pick the update interval and which readouts are on for each platform.
Does it work on mobile and VR?
Yes. It supports PC, mobile, consoles, VR and WebGL on Mono and IL2CPP with stripping.
In their words
Just Works
Very easy to work with, just add it to the scene and done.
Recommended!
Very useful asset. I'm using it in my mobile games during development and testing.
Amazing!
Everything you need to view performance in real time is here. And you can enable/disable too.
Measure in your build
Get frame data from the build your players run. I maintain the counter and include full C# source.
Get Advanced FPS CounterSee the other Unity tools →Send a private message. No GitHub account needed.



