diff --git a/Source/Engine/Content/Asset.cpp b/Source/Engine/Content/Asset.cpp index da6b7329a..5560c20b9 100644 --- a/Source/Engine/Content/Asset.cpp +++ b/Source/Engine/Content/Asset.cpp @@ -272,6 +272,7 @@ String Asset::ToString() const void Asset::OnDeleteObject() { + PROFILE_CPU_NAMED("Asset.Unload"); ASSERT(IsInMainThread()); // Send event to the gameplay so it can release handle to this asset diff --git a/Source/Engine/Level/Prefabs/Prefab.cpp b/Source/Engine/Level/Prefabs/Prefab.cpp index d309bf7bb..80120ea87 100644 --- a/Source/Engine/Level/Prefabs/Prefab.cpp +++ b/Source/Engine/Level/Prefabs/Prefab.cpp @@ -7,6 +7,7 @@ #include "Engine/Core/Log.h" #include "Engine/Level/Prefabs/PrefabManager.h" #include "Engine/Level/Actor.h" +#include "Engine/Profiler/ProfilerCPU.h" #include "Engine/Threading/Threading.h" #include "Engine/Scripting/Scripting.h" @@ -22,6 +23,7 @@ Prefab::Prefab(const SpawnParams& params, const AssetInfo* info) Guid Prefab::GetRootObjectId() const { + PROFILE_CPU(); ASSERT(IsLoaded()); ScopeLock lock(Locker); @@ -57,6 +59,7 @@ Actor* Prefab::GetDefaultInstance() // Skip if already created (reuse cached result) if (_defaultInstance) return _defaultInstance; + PROFILE_CPU(); // Skip if not loaded if (!IsLoaded())