Argus

Argus documentation

Argus is a Unity profiling tool with a web dashboard. You instrument moments in your game, Argus captures a few seconds of frame, memory, GPU and code-attribution data around them, and the dashboard shows you what regressed and where.

These docs cover everything from the first capture to advanced webhook integrations. If you're new, start with the Quickstart. If you're debugging a specific concept, jump straight to the relevant section below or in the sidebar.

Sections

What Argus is good at

  • Pinpoint regressions to specific code paths. Every capture tags its worst frame-time spikes with the active Argus.BeginRegion("EnemyAI.Tick") region, scene name, and dominant subsystem (scripts/render/GC). The dashboard's "Top spikes" panel shows you where to look first instead of "there's a spike, good luck".
  • Compare playthroughs, builds, devices side-by-side. Each playtest groups its captures into a labelled test session; two sessions diff cleanly against each other on a single page, with green/red deltas per metric.
  • Push real-time alerts where your team already lives. Webhooks fire on every capture; the Slack adapter renders each one as a one-line summary so you can spot regressions without opening the dashboard.

What Argus is not

  • A continuous profiler. Captures are short windows (typically 2–5 seconds) triggered at meaningful moments, not a 24/7 firehose.
  • A replacement for Unity's built-in deep profiler. Argus summarises the symptoms (which frames spiked, which regions were active) so you know where to point the deep profiler.
  • A crash reporter. Argus stays out of the runtime crash path; pair it with Sentry / Crashlytics for that.

Get help

Found a typo, an error, or something the docs don't cover? Check the project's repo or open an issue. The docs source lives next to the dashboard code so a PR is the fastest path to a fix.