<?xml version="1.0" encoding="UTF-8" ?> <class name="Performance" inherits="Object" category="Core" version="3.1"> <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" enum="Monitor"> Frames per second. </constant> <constant name="TIME_PROCESS" value="1" enum="Monitor"> Time it took to complete one frame. </constant> <constant name="TIME_PHYSICS_PROCESS" value="2" enum="Monitor"> Time it took to complete one physics frame. </constant> <constant name="MEMORY_STATIC" value="3" enum="Monitor"> Static memory currently used, in bytes. Not available in release builds. </constant> <constant name="MEMORY_DYNAMIC" value="4" enum="Monitor"> Dynamic memory currently used, in bytes. Not available in release builds. </constant> <constant name="MEMORY_STATIC_MAX" value="5" enum="Monitor"> Available static memory. Not available in release builds. </constant> <constant name="MEMORY_DYNAMIC_MAX" value="6" enum="Monitor"> Available dynamic memory. Not available in release builds. </constant> <constant name="MEMORY_MESSAGE_BUFFER_MAX" value="7" 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="8" enum="Monitor"> Number of objects currently instanced (including nodes). </constant> <constant name="OBJECT_RESOURCE_COUNT" value="9" enum="Monitor"> Number of resources currently used. </constant> <constant name="OBJECT_NODE_COUNT" value="10" enum="Monitor"> 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" enum="Monitor"> 3D objects drawn per frame. </constant> <constant name="RENDER_VERTICES_IN_FRAME" value="12" enum="Monitor"> Vertices drawn per frame. 3D only. </constant> <constant name="RENDER_MATERIAL_CHANGES_IN_FRAME" value="13" enum="Monitor"> Material changes per frame. 3D only </constant> <constant name="RENDER_SHADER_CHANGES_IN_FRAME" value="14" enum="Monitor"> Shader changes per frame. 3D only. </constant> <constant name="RENDER_SURFACE_CHANGES_IN_FRAME" value="15" enum="Monitor"> Render surface changes per frame. 3D only. </constant> <constant name="RENDER_DRAW_CALLS_IN_FRAME" value="16" enum="Monitor"> Draw calls per frame. 3D only. </constant> <constant name="RENDER_VIDEO_MEM_USED" value="17" enum="Monitor"> Video memory used. Includes both texture and vertex memory. </constant> <constant name="RENDER_TEXTURE_MEM_USED" value="18" enum="Monitor"> Texture memory used. </constant> <constant name="RENDER_VERTEX_MEM_USED" value="19" enum="Monitor"> Vertex memory used. </constant> <constant name="RENDER_USAGE_VIDEO_MEM_TOTAL" value="20" enum="Monitor"> </constant> <constant name="PHYSICS_2D_ACTIVE_OBJECTS" value="21" enum="Monitor"> Number of active [RigidBody2D] nodes in the game. </constant> <constant name="PHYSICS_2D_COLLISION_PAIRS" value="22" enum="Monitor"> Number of collision pairs in the 2D physics engine. </constant> <constant name="PHYSICS_2D_ISLAND_COUNT" value="23" enum="Monitor"> Number of islands in the 2D physics engine. </constant> <constant name="PHYSICS_3D_ACTIVE_OBJECTS" value="24" enum="Monitor"> Number of active [RigidBody] and [VehicleBody] nodes in the game. </constant> <constant name="PHYSICS_3D_COLLISION_PAIRS" value="25" enum="Monitor"> Number of collision pairs in the 3D physics engine. </constant> <constant name="PHYSICS_3D_ISLAND_COUNT" value="26" enum="Monitor"> Number of islands in the 3D physics engine. </constant> <constant name="MONITOR_MAX" value="27" enum="Monitor"> </constant> </constants> </class>