Performance

    Exposes performance-related data.

    Note: A few of these monitors are only available in debug mode and will always return 0 when used in a release build.

    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_DYNAMIC_MAX = 6 —- Available dynamic memory. Not available in release builds.
    • 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 in the scene tree. This also includes the root node.
    • OBJECT_ORPHAN_NODE_COUNT = 11 —- Number of orphan nodes, i.e. nodes which are not parented to a node of the scene tree.
    • RENDER_OBJECTS_IN_FRAME = 12 —- 3D objects drawn per frame.
    • RENDER_VERTICES_IN_FRAME = 13 —- Vertices drawn per frame. 3D only.
    • RENDER_MATERIAL_CHANGES_IN_FRAME = 14 —- Material changes per frame. 3D only.
    • RENDER_SHADER_CHANGES_IN_FRAME = 15 —- Shader changes per frame. 3D only.
    • RENDER_SURFACE_CHANGES_IN_FRAME = 16 —- Render surface changes per frame. 3D only.
    • RENDER_DRAW_CALLS_IN_FRAME = 17 —- Draw calls per frame. 3D only.
    • RENDER_2D_ITEMS_IN_FRAME = 18 —- Items or joined items drawn per frame.
    • RENDER_VIDEO_MEM_USED = 20 —- The amount of video memory used, i.e. texture and vertex memory combined.
    • RENDER_TEXTURE_MEM_USED = 21 —- The amount of texture memory used.
    • RENDER_VERTEX_MEM_USED = 22 —- The amount of vertex memory used.
    • RENDER_USAGE_VIDEO_MEM_TOTAL = 23 —- Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0.
    • PHYSICS_2D_ACTIVE_OBJECTS = 24 —- Number of active nodes in the game.
    • PHYSICS_2D_COLLISION_PAIRS = 25 —- Number of collision pairs in the 2D physics engine.
    • PHYSICS_2D_ISLAND_COUNT = 26 —- Number of islands in the 2D physics engine.
    • PHYSICS_3D_ACTIVE_OBJECTS = 27 —- Number of active RigidBody and nodes in the game.
    • PHYSICS_3D_COLLISION_PAIRS = 28 —- Number of collision pairs in the 3D physics engine.
    • PHYSICS_3D_ISLAND_COUNT = 29 —- Number of islands in the 3D physics engine.
    • AUDIO_OUTPUT_LATENCY = 30 —- Output latency of the AudioServer.
    • get_monitor ( Monitor monitor ) const