<?xml version="1.0" encoding="UTF-8" ?> <class name="Performance" inherits="Object" category="Core" version="3.0.alpha.custom_build"> <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 [i]Monitor[/i] tab in the editor's [i]Debugger[/i] panel. By using the [method get_monitor] method of this class, you can access this data from your code. Note that a few of these monitors are only available in debug mode and will always return 0 when used in a release build. Many of these monitors are not updated in real-time, so there may be a short delay between changes. </description> <tutorials> </tutorials> <demos> </demos> <methods> <method name="get_monitor" qualifiers="const"> <return type="float"> </return> <argument index="0" name="monitor" type="int" enum="Performance.Monitor"> </argument> <description> Returns the value of one of the available monitors. You should provide one of this class's 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"> Frames per second. </constant> <constant name="TIME_PROCESS" value="1"> Time it took to complete one frame. </constant> <constant name="TIME_PHYSICS_PROCESS" value="2"> Time it took to complete one physics frame. </constant> <constant name="MEMORY_STATIC" value="3"> Static memory currently used, in bytes. Not available in release builds. </constant> <constant name="MEMORY_DYNAMIC" value="4"> Dynamic memory currently used, in bytes. Not available in release builds. </constant> <constant name="MEMORY_STATIC_MAX" value="5"> Available static memory. Not available in release builds. </constant> <constant name="MEMORY_DYNAMIC_MAX" value="6"> Available dynamic memory. Not available in release builds. </constant> <constant name="MEMORY_MESSAGE_BUFFER_MAX" value="7"> 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="8"> Number of objects currently instanced (including nodes). </constant> <constant name="OBJECT_RESOURCE_COUNT" value="9"> Number of resources currently used. </constant> <constant name="OBJECT_NODE_COUNT" value="10"> Number of nodes currently instanced. This also includes the root node, as well as any nodes not in the scene tree. </constant> <constant name="RENDER_OBJECTS_IN_FRAME" value="11"> 3D objects drawn per frame. </constant> <constant name="RENDER_VERTICES_IN_FRAME" value="12"> Vertices drawn per frame. 3D only. </constant> <constant name="RENDER_MATERIAL_CHANGES_IN_FRAME" value="13"> Material changes per frame. 3D only </constant> <constant name="RENDER_SHADER_CHANGES_IN_FRAME" value="14"> Shader changes per frame. 3D only. </constant> <constant name="RENDER_SURFACE_CHANGES_IN_FRAME" value="15"> Render surface changes per frame. 3D only. </constant> <constant name="RENDER_DRAW_CALLS_IN_FRAME" value="16"> Draw calls per frame. 3D only. </constant> <constant name="RENDER_VIDEO_MEM_USED" value="17"> Video memory used. Includes both texture and vertex memory. </constant> <constant name="RENDER_TEXTURE_MEM_USED" value="18"> Texture memory used. </constant> <constant name="RENDER_VERTEX_MEM_USED" value="19"> Vertex memory used. </constant> <constant name="RENDER_USAGE_VIDEO_MEM_TOTAL" value="20"> </constant> <constant name="PHYSICS_2D_ACTIVE_OBJECTS" value="21"> Number of active [RigidBody2D] nodes in the game. </constant> <constant name="PHYSICS_2D_COLLISION_PAIRS" value="22"> Number of collision pairs in the 2D physics engine. </constant> <constant name="PHYSICS_2D_ISLAND_COUNT" value="23"> Number of islands in the 2D physics engine. </constant> <constant name="PHYSICS_3D_ACTIVE_OBJECTS" value="24"> Number of active [RigidBody] and [VehicleBody] nodes in the game. </constant> <constant name="PHYSICS_3D_COLLISION_PAIRS" value="25"> Number of collision pairs in the 3D physics engine. </constant> <constant name="PHYSICS_3D_ISLAND_COUNT" value="26"> Number of islands in the 3D physics engine. </constant> <constant name="MONITOR_MAX" value="27"> </constant> </constants> </class>