DocumentationAzkar Screen StatsGetting Started

First run

Getting Started

Install the delivered package, add the overlay, understand its development-oriented defaults, choose a build scope, or import the bootstrap sample.

  • Installation channels
  • First use
  • Default behavior
  • Build scope and sample

Installation Channels

Unity Asset Store Delivery

If you obtained Azkar Screen Stats through the Unity Asset Store:

  1. Open Window > Package Manager.
  2. Select My Assets.
  3. Locate Azkar Screen Stats.
  4. Use the download, import, or install action shown for the delivered artifact.

Asset Store packages, local UPM directories, Git dependencies, and .unitypackage files are distinct delivery mechanisms. Follow only the workflow provided with the product you received.

Local UPM Checkout

The development repository contains a Unity Package Manager package at:

Packages/com.azkarindustries.azkarscreenstats

To install that package directory into another local project:

  1. Open Window > Package Manager.
  2. Select + > Add package from disk....
  3. Select Packages/com.azkarindustries.azkarscreenstats/package.json.

You can instead copy the complete package directory into the consuming project's Packages folder. A local file: dependency works only while that path is available to every collaborator and build machine.

Installation method and license grant are separate. Asset Store customers use the Unity Asset Store EULA; another distribution channel must provide its own license. Local checkout instructions do not by themselves grant usage rights.

First Use

Add The Component

  1. Create or select a GameObject in your scene.
  2. Add Azkar.ScreenStats.ScreenStatsOverlay.
  3. Enter Play Mode.

You can also create a configured object through:

GameObject > Azkar > Screen Stats Overlay

Assign Target Camera when one specific Game camera owns the overlay. Leave it empty to allow automatic selection of an enabled Game camera.

New-Component Defaults

New overlays use quiet, development-oriented defaults:

  • Build Scope: Editor + Development.
  • Visible On Start: enabled.
  • Standard FPS, timing, memory, render, and graph sections enabled.
  • Verbose Device Details disabled.
  • Frame-budget summary, custom numeric rows, and threshold-colored graph bars disabled.
  • Legacy Toggle Key: None, so no global key is polled.
  • Small-view auto-fit enabled; safe-area handling and text backdrop disabled.

Use the Compact, Standard, and Full inspector buttons to change only the built-in metric sections and graph. Presets do not overwrite camera, layout, cadence, color, custom-row, or build-scope choices.

Build Scope

Build Scope decides where the component is allowed to initialize:

ScopeBehavior
Editor + DevelopmentAvailable in the Unity Editor and Development Build players. This is the default.
All BuildsAvailable in every player. Select this only when release access is intentional.
Editor OnlyAvailable only while running in the Unity Editor.

Build Scope and visibility are separate. Hiding an allowed overlay is not a security boundary, and selecting All Builds can expose enabled diagnostics and device details if project code later calls Show().

When the current player is disallowed, the component creates no rendering resources and starts no profiler recorders. A hidden allowed overlay performs no sampling or mesh-update work; only an explicitly configured legacy key retains its input poll.

Bootstrap Sample

Import Basic Screen Stats Bootstrap from Package Manager. The sample demonstrates how to:

  • Skip bootstrap work in non-development players by default; the sample's developmentBuildsOnly option can disable that gate.
  • Reuse a configured or discovered overlay, including inactive objects, before creating one.
  • Preserve an eligible root-level overlay across scene loads without detaching user objects or persisting an unrelated hierarchy.
  • Call ShowOverlay(), HideOverlay(), or ToggleOverlay() from a project-owned input action, event, button, or debug menu.
  • Keep camera and metric configuration on the overlay while pipeline composition remains project-owned.

The sample never deletes pre-existing duplicates. Projects that already have an application lifetime service or debug framework should let that system own the overlay instead of adding another singleton convention.

The sample's developmentBuildsOnly gate and the overlay's Build Scope are independent; both must allow the current player for a bootstrap-created overlay to remain active.

First Useful Pass

  1. Enter Play Mode and confirm the overlay appears on the intended camera.
  2. Watch FPS and smoothed frame duration while reproducing the behavior you care about.
  3. Enable Budget when recent maximum, misses, P99, or 1% low answer a useful question.
  4. Enable only the counters available and useful on the current target.
  5. Use Compact, Standard, auto-fit, or a smaller graph if the configured content does not fit.
  6. Validate the actual camera composition, render pipeline, graphics API, and player configuration where the overlay will be used.