:github_url: hide .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. .. Generator: https://github.com/godotengine/godot/tree/3.5/doc/tools/make_rst.py. .. XML source: https://github.com/godotengine/godot/tree/3.5/doc/classes/Performance.xml. .. _class_Performance: Performance =========== **Inherits:** :ref:`Object` Exposes performance-related data. Description ----------- This class provides access to a number of different monitors related to performance, such as memory usage, draw calls, and FPS. These are the same as the values displayed in the **Monitor** tab in the editor's **Debugger** panel. By using the :ref:`get_monitor` method of this class, you can access this data from your code. \ **Note:** A few of these monitors are only available in debug mode and will always return 0 when used in a release build. \ **Note:** Many of these monitors are not updated in real-time, so there may be a short delay between changes. Methods ------- +---------------------------+-------------------------------------------------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`get_monitor` **(** :ref:`Monitor` monitor **)** |const| | +---------------------------+-------------------------------------------------------------------------------------------------------------------------------+ Enumerations ------------ .. _enum_Performance_Monitor: .. _class_Performance_constant_TIME_FPS: .. _class_Performance_constant_TIME_PROCESS: .. _class_Performance_constant_TIME_PHYSICS_PROCESS: .. _class_Performance_constant_MEMORY_STATIC: .. _class_Performance_constant_MEMORY_DYNAMIC: .. _class_Performance_constant_MEMORY_STATIC_MAX: .. _class_Performance_constant_MEMORY_DYNAMIC_MAX: .. _class_Performance_constant_MEMORY_MESSAGE_BUFFER_MAX: .. _class_Performance_constant_OBJECT_COUNT: .. _class_Performance_constant_OBJECT_RESOURCE_COUNT: .. _class_Performance_constant_OBJECT_NODE_COUNT: .. _class_Performance_constant_OBJECT_ORPHAN_NODE_COUNT: .. _class_Performance_constant_RENDER_OBJECTS_IN_FRAME: .. _class_Performance_constant_RENDER_VERTICES_IN_FRAME: .. _class_Performance_constant_RENDER_MATERIAL_CHANGES_IN_FRAME: .. _class_Performance_constant_RENDER_SHADER_CHANGES_IN_FRAME: .. _class_Performance_constant_RENDER_SURFACE_CHANGES_IN_FRAME: .. _class_Performance_constant_RENDER_DRAW_CALLS_IN_FRAME: .. _class_Performance_constant_RENDER_2D_ITEMS_IN_FRAME: .. _class_Performance_constant_RENDER_2D_DRAW_CALLS_IN_FRAME: .. _class_Performance_constant_RENDER_VIDEO_MEM_USED: .. _class_Performance_constant_RENDER_TEXTURE_MEM_USED: .. _class_Performance_constant_RENDER_VERTEX_MEM_USED: .. _class_Performance_constant_RENDER_USAGE_VIDEO_MEM_TOTAL: .. _class_Performance_constant_PHYSICS_2D_ACTIVE_OBJECTS: .. _class_Performance_constant_PHYSICS_2D_COLLISION_PAIRS: .. _class_Performance_constant_PHYSICS_2D_ISLAND_COUNT: .. _class_Performance_constant_PHYSICS_3D_ACTIVE_OBJECTS: .. _class_Performance_constant_PHYSICS_3D_COLLISION_PAIRS: .. _class_Performance_constant_PHYSICS_3D_ISLAND_COUNT: .. _class_Performance_constant_AUDIO_OUTPUT_LATENCY: .. _class_Performance_constant_MONITOR_MAX: 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. - **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 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_2D_DRAW_CALLS_IN_FRAME** = **19** --- Draw calls 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 :ref:`RigidBody2D` 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 :ref:`RigidBody` and :ref:`VehicleBody` 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 :ref:`AudioServer`. - **MONITOR_MAX** = **31** --- Represents the size of the :ref:`Monitor` enum. Method Descriptions ------------------- .. _class_Performance_method_get_monitor: - :ref:`float` **get_monitor** **(** :ref:`Monitor` monitor **)** |const| Returns the value of one of the available monitors. You should provide one of the :ref:`Monitor` constants as the argument, like this: :: print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the console .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`