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Is there any way to profile Godot ECMAScript code? Either in the editor, or by some other means?
From a quick read of the source I don't think the profiling methods have been implemented, but is there some way to attach a different debugger than the Godot one? Or maybe even by running a build of the engine source and attaching a C++ debugger to that. Has anyone had any success?
Thanks.
The text was updated successfully, but these errors were encountered:
FWIW, I tried Valgrind but couldn't get much useful information out of it down to the level of individual JS functions.
I've instead just made a simple decorator for now that allows you to add @measure to functions in your TS project, and if you add the Performance.jsx script as autoload in your project, it will print microsecond-accurate timing info (in ms) to the Godot output.
You can also call the time and endTime functions directly to collect and record the timing information.
Is there any way to profile Godot ECMAScript code? Either in the editor, or by some other means?
From a quick read of the source I don't think the profiling methods have been implemented, but is there some way to attach a different debugger than the Godot one? Or maybe even by running a build of the engine source and attaching a C++ debugger to that. Has anyone had any success?
Thanks.
The text was updated successfully, but these errors were encountered: