On this page
profiler
Functions for getting profiling data in runtime. More detailed profiling and debugging information available in the manuals.
Functions
profiler.get_memory_usage(): numberprofiler.get_cpu_usage(): numberprofiler.enable(enabled: boolean)profiler.enable_ui(enabled: boolean)profiler.set_ui_mode(mode: Opaque<"constant">)profiler.set_ui_view_mode(mode: Opaque<"constant">)profiler.set_ui_vsync_wait_visible(visible: boolean)profiler.recorded_frame_count(): numberprofiler.view_recorded_frame(frame_index: Record<string | number, unknown>)profiler.log_text(text: string)profiler.dump_frame()profiler.scope_begin(name: string)profiler.scope_end()
profiler.get_memory_usage(): number
Get the amount of memory used (resident/working set) by the application in bytes, as reported by the OS. This function is not available on HTML5. The values are gathered from internal OS functions which correspond to the following;
OS Value
iOS MacOS
Android Linux Resident memory
Windows Working set
HTML5 Not available
// Get memory usage before and after loading a collection:
print(profiler.get_memory_usage());
msg.post("#collectionproxy", "load");
// ...
print(profiler.get_memory_usage()); // will report a higher number than the initial call
Returns
bytes:number— used by the application
profiler.get_cpu_usage(): number
Get the percent of CPU usage by the application, as reported by the OS.
This function is not available on HTML5.
For some platforms ( Android, Linux and Windows), this information is only available
by default in the debug version of the engine. It can be enabled in release version as well
by checking track_cpu under profiler in the game.project file.
(This means that the engine will sample the CPU usage in intervalls during execution even in release mode.)
Returns
percent:number— of CPU used by the application
profiler.enable(enabled: boolean)
The profiler is a real-time tool that shows the numbers of milliseconds spent in each scope per frame as well as counters. The profiler is very useful for tracking down performance and resource problems.
// Show the profiler UI
profiler.enable(true);
Parameters
enabled:boolean— true to enable, false to disable
profiler.enable_ui(enabled: boolean)
Creates and shows or hides and destroys the on-sceen profiler ui The profiler is a real-time tool that shows the numbers of milliseconds spent in each scope per frame as well as counters. The profiler is very useful for tracking down performance and resource problems.
// Show the profiler UI
profiler.enable_ui(true);
Parameters
enabled:boolean— true to enable, false to disable
profiler.set_ui_mode(mode: Opaque<"constant">)
Set the on-screen profile mode - run, pause, record or show peak frame
function start_recording() {
profiler.set_ui_mode(profiler.MODE_RECORD);
}
function stop_recording() {
profiler.set_ui_mode(profiler.MODE_PAUSE);
}
Parameters
-
mode:Opaque<"constant">— the mode to set the ui profiler in -
profiler.MODE_RUNThis is default mode that continously shows the last frame -
profiler.MODE_PAUSEPauses on the currently displayed frame -
profiler.MODE_SHOW_PEAK_FRAMEPauses on the currently displayed frame but shows a new frame if that frame is slower -
profiler.MODE_RECORDRecords all incoming frames to the recording buffer
To stop recording, switch to a different mode such as MODE_PAUSE or MODE_RUN.
You can also use the view_recorded_frame function to display a recorded frame. Doing so stops the recording as well.
Every time you switch to recording mode the recording buffer is cleared.
profiler.set_ui_view_mode(mode: Opaque<"constant">)
Set the on-screen profile view mode - minimized or expanded
// Minimize the profiler view
profiler.set_ui_view_mode(profiler.VIEW_MODE_MINIMIZED);
Parameters
-
mode:Opaque<"constant">— the view mode to set the ui profiler in -
profiler.VIEW_MODE_FULLThe default mode which displays all the ui profiler details -
profiler.VIEW_MODE_MINIMIZEDMinimized mode which only shows the top header (fps counters and ui profiler mode)
profiler.set_ui_vsync_wait_visible(visible: boolean)
Shows or hides the time the engine waits for vsync in the on-screen profiler Each frame the engine waits for vsync and depending on your vsync settings and how much time your game logic takes this time can dwarf the time in the game logic making it hard to see details in the on-screen profiler graph and lists. Also, by hiding this the FPS times in the header show the time spent each time excuding the time spent waiting for vsync. This shows you how long time your game is spending actively working each frame. This setting also effects the display of recorded frames but does not affect the actual recorded frames so it is possible to toggle this on and off when viewing recorded frames. By default the vsync wait times is displayed in the profiler.
// Exclude frame wait time from the profiler ui
profiler.set_ui_vsync_wait_visible(false);
Parameters
visible:boolean— true to include it in the display, false to hide it.
profiler.recorded_frame_count(): number
Get the number of recorded frames in the on-screen profiler ui recording buffer
// Show the last recorded frame
const recorded_frame_count = profiler.recorded_frame_count();
profiler.view_recorded_frame(recorded_frame_count);
Returns
frame_count:number— the number of recorded frames, zero if on-screen profiler is disabled
profiler.view_recorded_frame(frame_index: Record<string | number, unknown>)
Pauses and displays a frame from the recording buffer in the on-screen profiler ui The frame to show can either be an absolute frame or a relative frame to the current frame.
// Go back one frame
profiler.view_recorded_frame({ distance: -1 });
Parameters
-
frame_index:Record<string | number, unknown>— a table where you specify one of the following parameters: -
distanceThe offset from the currently displayed frame (this is truncated between zero and the number of recorded frames) -
frameThe frame index in the recording buffer (1 is first recorded frame)
profiler.log_text(text: string)
Send a text to the connected profiler
profiler.log_text(`Event: ${name}`);
Parameters
text:string— the string to send to the connected profiler
profiler.dump_frame()
logs the current frame to the console
profiler.dump_frame();
profiler.scope_begin(name: string)
Starts a profile scope.
// Go back one frame
profiler.scope_begin("test_function");
test_function();
profiler.scope_end();
Parameters
name:string— The name of the scope
profiler.scope_end()
End the current profile scope.
Constants
profiler.MODE_RUN
continously show latest frame
profiler.MODE_PAUSE
pause on current frame
profiler.MODE_SHOW_PEAK_FRAME
pause at peak frame
profiler.MODE_RECORD
start recording
profiler.VIEW_MODE_FULL
show full profiler ui
profiler.VIEW_MODE_MINIMIZED
show mimimal profiler ui