Open lewiji opened 3 years ago
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.
https://github.com/lewispollard/godot-ecma-perftools
It would be nice to support in-editor profiling but unsure what steps would need to be taken, for now this will do for my simple purposes.
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.