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<?xml version="1.0" encoding="UTF-8" ?>
<class name= "Performance" inherits= "Object" version= "4.2" >
<brief_description >
Exposes performance-related data.
</brief_description>
<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 [b]Monitor[/b] tab in the editor's [b]Debugger[/b] panel. By using the [method get_monitor] method of this class, you can access this data from your code.
[b]Note:[/b] A few of these monitors are only available in debug mode and will always return 0 when used in a release build.
[b]Note:[/b] Many of these monitors are not updated in real-time, so there may be a short delay between changes.
</description>
<tutorials >
</tutorials>
<methods >
<method name= "get_monitor" qualifiers= "const" >
<return type= "float" />
<argument index= "0" name= "monitor" type= "int" enum= "Performance.Monitor" />
<description >
Returns the value of one of the available monitors. You should provide one of the [enum Monitor] constants as the argument, like this:
[codeblock]
print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the console
[/codeblock]
</description>
</method>
</methods>
<constants >
<constant name= "TIME_FPS" value= "0" enum= "Monitor" >
Number of frames per second.
</constant>
<constant name= "TIME_PROCESS" value= "1" enum= "Monitor" >
Time it took to complete one frame, in seconds.
</constant>
<constant name= "TIME_PHYSICS_PROCESS" value= "2" enum= "Monitor" >
Time it took to complete one physics frame, in seconds.
</constant>
<constant name= "TIME_NAVIGATION_PROCESS" value= "3" enum= "Monitor" >
Time it took to complete one navigation step, in seconds. This includes navigation map updates as well as agent avoidance calculations. [i]Lower is better.[/i]
</constant>
<constant name= "MEMORY_STATIC" value= "4" enum= "Monitor" >
Static memory currently used, in bytes. Not available in release builds.
</constant>
<constant name= "MEMORY_DYNAMIC" value= "5" enum= "Monitor" >
Dynamic memory currently used, in bytes. Not available in release builds.
</constant>
<constant name= "MEMORY_STATIC_MAX" value= "6" enum= "Monitor" >
Available static memory. Not available in release builds.
</constant>
<constant name= "MEMORY_DYNAMIC_MAX" value= "7" enum= "Monitor" >
Available dynamic memory. Not available in release builds.
</constant>
<constant name= "MEMORY_MESSAGE_BUFFER_MAX" value= "8" enum= "Monitor" >
Largest amount of memory the message queue buffer has used, in bytes. The message queue is used for deferred functions calls and notifications.
</constant>
<constant name= "OBJECT_COUNT" value= "9" enum= "Monitor" >
Number of objects currently instanced (including nodes).
</constant>
<constant name= "OBJECT_RESOURCE_COUNT" value= "10" enum= "Monitor" >
Number of resources currently used.
</constant>
<constant name= "OBJECT_NODE_COUNT" value= "11" enum= "Monitor" >
Number of nodes currently instanced in the scene tree. This also includes the root node.
</constant>
<constant name= "OBJECT_ORPHAN_NODE_COUNT" value= "12" enum= "Monitor" >
Number of orphan nodes, i.e. nodes which are not parented to a node of the scene tree.
</constant>
<constant name= "RENDER_OBJECTS_IN_FRAME" value= "13" enum= "Monitor" >
3D objects drawn per frame.
</constant>
<constant name= "RENDER_VERTICES_IN_FRAME" value= "14" enum= "Monitor" >
Vertices drawn per frame. 3D only.
</constant>
<constant name= "RENDER_MATERIAL_CHANGES_IN_FRAME" value= "15" enum= "Monitor" >
Material changes per frame. 3D only.
</constant>
<constant name= "RENDER_SHADER_CHANGES_IN_FRAME" value= "16" enum= "Monitor" >
Shader changes per frame. 3D only.
</constant>
<constant name= "RENDER_SURFACE_CHANGES_IN_FRAME" value= "17" enum= "Monitor" >
Render surface changes per frame. 3D only.
</constant>
<constant name= "RENDER_DRAW_CALLS_IN_FRAME" value= "18" enum= "Monitor" >
Draw calls per frame. 3D only.
</constant>
<constant name= "RENDER_2D_ITEMS_IN_FRAME" value= "19" enum= "Monitor" >
Items or joined items drawn per frame.
</constant>
<constant name= "RENDER_2D_DRAW_CALLS_IN_FRAME" value= "20" enum= "Monitor" >
Draw calls per frame.
</constant>
<constant name= "RENDER_VIDEO_MEM_USED" value= "21" enum= "Monitor" >
The amount of video memory used, i.e. texture and vertex memory combined.
</constant>
<constant name= "RENDER_TEXTURE_MEM_USED" value= "22" enum= "Monitor" >
The amount of texture memory used.
</constant>
<constant name= "RENDER_VERTEX_MEM_USED" value= "23" enum= "Monitor" >
The amount of vertex memory used.
</constant>
<constant name= "RENDER_USAGE_VIDEO_MEM_TOTAL" value= "24" enum= "Monitor" >
Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0.
</constant>
<constant name= "PHYSICS_2D_ACTIVE_OBJECTS" value= "25" enum= "Monitor" >
Number of active [RigidBody2D] nodes in the game.
</constant>
<constant name= "PHYSICS_2D_COLLISION_PAIRS" value= "26" enum= "Monitor" >
Number of collision pairs in the 2D physics engine.
</constant>
<constant name= "PHYSICS_2D_ISLAND_COUNT" value= "27" enum= "Monitor" >
Number of islands in the 2D physics engine.
</constant>
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<constant name= "AUDIO_OUTPUT_LATENCY" value= "28" enum= "Monitor" >
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Output latency of the [AudioServer].Equivalent to calling [method AudioServer.get_output_latency], it is not recommended to call this every frame.
</constant>
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<constant name= "MONITOR_MAX" value= "29" enum= "Monitor" >
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Represents the size of the [enum Monitor] enum.
</constant>
</constants>
</class>