# Stats(ロブロックス クラス) > Performance metrics for a game. - URL:https://roblox.minecraft-okinawa.com/reference/classes/Stats/ - 公式:https://create.roblox.com/docs/reference/engine/classes/Stats - 受け継いでいるクラス:Instance ## プロパティ - `Stats.ContactsCount: int`:A measurement of how many parts are currently in contact with one another. - `Stats.DataReceiveKbps: float`:In a networked game, this describes roughly how many kilobytes of data are being received by the current instance, per second. - `Stats.DataSendKbps: float`:In a networked game, this describes roughly how many kilobytes of data are being sent by the current instance, per second. - `Stats.FrameTime: float`:A measurement of how long it takes for the engine to process all tasks required to render a frame. - `Stats.HeartbeatTime: float`:A measurement of the total amount of time it takes for the server to update its task scheduler jobs in seconds. - `Stats.InstanceCount: int`:A measurement of how many Instance are currently in memory. - `Stats.MemoryTrackingEnabled: boolean`:An indication of whether memory tracking is enabled. This is guaranteed to be unchanged until the next time the Client is started. - `Stats.MovingPrimitivesCount: int`:A measurement of how many physically simulated components are currently moving in the game world. - `Stats.PhysicsReceiveKbps: float`:In a networked game, this describes roughly how many kilobytes of physics data are being received by the current instance, per second. - `Stats.PhysicsSendKbps: float`:In a networked game, this describes roughly how many kilobytes of physics data are being sent by the current instance, per second. - `Stats.PhysicsStepTime: float`:A measurement of how long it takes for the physics engine to update its current state. - `Stats.PrimitivesCount: int`:A measurement of how many physically simulated components currently exist in the game world. - `Stats.RenderCPUFrameTime: float`:A measurement of how long it takes for the CPU to process all of its rendering tasks for a frame. - `Stats.RenderGPUFrameTime: float`:A measurement of how long it takes for the GPU to process all of its tasks required to render a frame. - `Stats.SceneDrawcallCount: int`:A measurement of the number of draw calls made by the game's current scene. - `Stats.SceneTriangleCount: int`:A measurement of the number of triangles rendered by the game's current scene. - `Stats.ShadowsDrawcallCount: int`:A measurement of the number of draw calls being made for shadows by the game's current scene. - `Stats.ShadowsTriangleCount: int`:A measurement of the number of triangles rendered as shadows in the game's current scene. - `Stats.UI2DDrawcallCount: int`:A measurement of the number of 2D draw calls made for UI elements in the game's current scene. - `Stats.UI2DTriangleCount: int`:A measurement of the number of triangles that are being rendered for 2D UI elements in the game's current scene. - `Stats.UI3DDrawcallCount: int`:A measurement of the number of 3D draw calls made for UI elements in the game's current scene. - `Stats.UI3DTriangleCount: int`:A measurement of the number of triangles being rendered for 3D UI elements in the game's current scene. ## メソッド - `Stats:GetHarmonyQualityLevel(): int`:Internal-only. Returns the engine's current dynamic-quality level as a score normalized from 0 to 100. - `Stats:GetMemoryCategoryNames(): Array`:Internal-only. Returns an array of the names of every developer memory category the engine tracks. - `Stats:GetMemoryUsageMbAllCategories(): Array`:Returns the number of megabytes that are being consumed by all available categories, or an empty array if Class.Stats.MemoryTrackingEnabled|MemoryTrackingEnabled is false. - `Stats:GetMemoryUsageMbForTag(tag: DeveloperMemoryTag): float`:Returns the number of megabytes that are being consumed in the specified DeveloperMemoryTag category, or 0 if Class.Stats.MemoryTrackingEnabled|MemoryTrackingEnabled is false. - `Stats:GetTotalMemoryUsageMb(): float`:Returns the total amount of memory being consumed by the current game session, in megabytes. - `Stats:ResetHarmonyMemoryTarget(): ()`:Internal-only. Restores the performance-control system's memory budget to the values in effect before Class.Stats:SetHarmonyMemoryTarget() was called. - `Stats:SetHarmonyMemoryTarget(targetMB: int): ()`:Internal-only. Overrides the performance-control system's memory budget with a target value, in megabytes, for testing. 英語の説明とメンバー一覧:Roblox Creator Documentation(CC BY 4.0)。日本語の解説はこのサイト独自のものです。 執筆:鈴木孝昌(現役プロジェクトマネージャー/プログラミング講師)/運営:沖縄マイクラ部 プログラミングスクール「クロスウェーブ」(https://minecraft-okinawa.com/)