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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.

shipping since 2013All platformsLightweight
FPS
60 · 16.6 ms
avg59.4
min / max48 / 60
Memory
total512 MB
mono84 MB
gfx311 MB
Device
GPUAdreno 730
CPU · RAM8 core · 8 GB
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.

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