Blog
Product updates, engineering notes, and guides for getting more out of your game telemetry.
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Which Unity memory number should you trust? Eight readings and the one Framedash sends
We read memory eight ways at once in every frame of a 120-second run of one build. Over that run the median C# heap in use is 8.2 MB, Unity's allocated memory 167.2 MB, and the OS private memory 1,168.3 MB. Here is what each of them counts, and which one Framedash sends as memory_used_bytes.
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Why Cutting Draw Calls From 20,001 to 153 Did Not Make Our Unity Scene Faster
We drew 20,000 cubes three different ways in Unity 6 and measured each one. GPU instancing took draw calls from 20,001 to 153 and frame time barely moved; the only mode that pulled 8.948 ms down to 1.678 ms was the one that stopped creating GameObjects. The reason was in the render thread numbers from the start.
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Inspect Performance Hotspots as 3D Heatmaps in Your Game Editor
Framedash overlays cloud-aggregated positional telemetry as translucent 3D voxels in Unity, Unreal Engine 5, and Godot (C#). Distinguish stacked areas and compare performance hotspots with the level layout without treating location as proof of cause.
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Use CI to Catch Slowdowns in AI-Written Game Code
Functional tests can pass even when frame time, GPU time, or memory gets worse. Use framedash perf-diff / run-profile-test to compare builds in CI, then investigate detected slowdowns with heatmaps and MCP.
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How to Create a Measurement Build: Measure Real-Device Performance Correctly in Unity, UE5, and Godot
Editor and development-build numbers aren't what players feel. Create a measurement build in Unity, UE5, and Godot to connect anomaly detection to root cause.
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