So I'm using Unity's profiler to help debug some of my code in the standalone. I've got it running smoothly, and writing all it's data to a .data file which I can read.
However, the binary file Unity creates for profiler information gets quite huge very quickly. I'm hoping to get past this by writing the profiler data log to a zip archive. I have dotnetzip installed, and can add files to a zip archive.
What I'm trying to figure out is how I could possibly either write the profiler data log directly to the zip archive, or write the profiler binary data to a variable of some sort which I could store in a stream and write to the zip archive on quit. This way I won't ever have to have the large file on the user's drive.
Another option would be to continuously write the binary data to the log on the drive, then get the binary info from that log, write it to a stream, put it in to a zip archive, then delete the log. However I'd have to do this every few seconds, and that may get slightly process intensive.