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Timeline Tab


Purpose

Records a fixed-capacity circular buffer of per-frame cross-system snapshots during Play Mode. Provides scrub playback after recording stops for post-session review.


Recording

Recording starts automatically when Play Mode begins if AutoStartTimeline is enabled in Project Settings (default: enabled). The buffer is circular — when full, new frames overwrite the oldest. Recording stops when Play Mode exits, preserving the buffer for playback.


Per-Frame Snapshot Fields

Field Type Description
Timestamp double Editor time (seconds) when the frame was sampled
FPS float Frames per second at this sample
MemoryMB float GC heap size in MB
ActiveCameras int Active Camera components this frame
PlayingAudio int Actively playing AudioSource components this frame
AlertCount int Total non-dismissed alert count this frame
CameraFOV float FOV of the first active camera (degrees)
MaxAudioVolume float Volume of the loudest actively playing source

Playback Controls

Control Action
◀◀ Jump to first recorded frame
Step one frame backward
▶ / ❙❙ Play / pause automatic playback
▶▶ Jump to last recorded frame
Scrub bar Click or drag to navigate to any frame

Playback replays stored snapshot values. It does not re-run game logic.


Buffer Capacity

Default: 1800 frames (≈ 30 seconds at 60 FPS). Configurable via TimelineBufferSize in Project Settings. Increasing capacity raises memory usage proportionally.


Stats Bar

The Frame field in the stats bar shows the current TimelineRecorder.FrameCount — the number of valid frames in the buffer, not the Unity Time.frameCount.


Relationship to Profiler

Timeline and Profiler are independent recorders. The Report tab uses profiler frame data (PerfSample records). Timeline snapshots are not included in exported reports.