Performance

    Category: Core

    enum Monitor:

    • TIME_FPS = 0 — Number of frames per second.
    • TIME_PROCESS = 1 — Time it took to complete one frame, in seconds.
    • TIME_PHYSICS_PROCESS = 2 — Time it took to complete one physics frame, in seconds.
    • MEMORY_STATIC = 3 — Static memory currently used, in bytes. Not available in release builds.
    • MEMORY_DYNAMIC = 4 — Dynamic memory currently used, in bytes. Not available in release builds.
    • MEMORY_STATIC_MAX = 5 — Available static memory. Not available in release builds.
    • MEMORY_MESSAGE_BUFFER_MAX = 7 — Largest amount of memory the message queue buffer has used, in bytes. The message queue is used for deferred functions calls and notifications.
    • OBJECT_COUNT = 8 — Number of objects currently instanced (including nodes).
    • OBJECT_RESOURCE_COUNT = 9 — Number of resources currently used.
    • OBJECT_NODE_COUNT = 10 — Number of nodes currently instanced. This also includes the root node, as well as any nodes not in the scene tree.
    • RENDER_OBJECTS_IN_FRAME = 11 — 3D objects drawn per frame.
    • RENDER_VERTICES_IN_FRAME = 12 — Vertices drawn per frame. 3D only.
    • RENDER_MATERIAL_CHANGES_IN_FRAME = 13 — Material changes per frame. 3D only
    • RENDER_SHADER_CHANGES_IN_FRAME = 14 — Shader changes per frame. 3D only.
    • RENDER_SURFACE_CHANGES_IN_FRAME = 15 — Render surface changes per frame. 3D only.
    • RENDER_DRAW_CALLS_IN_FRAME = 16 — Draw calls per frame. 3D only.
    • RENDER_VIDEO_MEM_USED = 17 — The amount of video memory used, i.e. texture and vertex memory combined.
    • RENDER_VERTEX_MEM_USED = 19 — The amount of vertex memory used.
    • RENDER_USAGE_VIDEO_MEM_TOTAL = 20 — Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0.
    • PHYSICS_2D_ACTIVE_OBJECTS = 21 — Number of active nodes in the game.
    • PHYSICS_2D_COLLISION_PAIRS = 22 — Number of collision pairs in the 2D physics engine.
    • PHYSICS_2D_ISLAND_COUNT = 23 — Number of islands in the 2D physics engine.
    • PHYSICS_3D_ACTIVE_OBJECTS = 24 — Number of active RigidBody and nodes in the game.
    • PHYSICS_3D_COLLISION_PAIRS = 25 — Number of collision pairs in the 3D physics engine.
    • PHYSICS_3D_ISLAND_COUNT = 26 — Number of islands in the 3D physics engine.
    • AUDIO_OUTPUT_LATENCY = 27 — Output latency of the AudioServer.
    • MONITOR_MAX = 28 — Represents the size of the enum.

    Many of these monitors are not updated in real-time, so there may be a short delay between changes.

    • float get_monitor ( monitor ) const