Functions for getting profiling data in runtime. More detailed profiling and debugging information available in the manuals.
pause on current frame
start recording
continously show latest frame
pause at peak frame
show full profiler ui
show mimimal profiler ui
enables or disables the on-screen profiler ui
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.
enabled -
boolean true to enable, false to disable
-- Show the profiler UI profiler.enable_ui(true)
get current CPU usage for app reported by OS
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.)
percent -
number of CPU used by the application
get current memory usage for app reported by OS
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 Androd Linux |
Resident memory |
Windows | Working set |
HTML5 | Not available |
bytes -
number used by the application
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
get the number of recorded frames in the on-screen profiler ui
Get the number of recorded frames in the on-screen profiler ui recording buffer
frame_count -
number the number of recorded frames, zero if on-screen profiler is disabled
-- Show the last recorded frame local recorded_frame_count = profiler.recorded_frame_count() profiler.view_recorded_frame(recorded_frame_count)
sets the the on-screen profiler ui mode
Set the on-screen profile mode - run, pause, record or show peak frame
mode -
constant the mode to set the ui profiler in
profiler.MODE_RUN
This is default mode that continously shows the last frameprofiler.MODE_PAUSE
Pauses on the currently displayed frameprofiler.MODE_SHOW_PEAK_FRAME
Pauses on the currently displayed frame but shows a new frame if that frame is slowerprofiler.MODE_RECORD
Records all incoming frames to the recording bufferTo 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.
The recording buffer is also cleared when setting the MODE_SHOW_PEAK_FRAME
mode.
function start_recording() profiler.set_ui_mode(profiler.MODE_RECORD) end function stop_recording() profiler.set_ui_mode(profiler.MODE_PAUSE) end
sets the the on-screen profiler ui view mode
Set the on-screen profile view mode - minimized or expanded
mode -
constant the view mode to set the ui profiler in
profiler.VIEW_MODE_FULL
The default mode which displays all the ui profiler detailsprofiler.VIEW_MODE_MINIMIZED
Minimized mode which only shows the top header (fps counters and ui profiler mode)-- Minimize the profiler view profiler.set_ui_view_mode(profiler.VIEW_MODE_MINIMIZED)
Shows or hides the vsync wait time in the on-screen profiler ui
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.
visible -
boolean true to include it in the display, false to hide it.
-- Exclude frame wait time form the profiler ui profiler.set_ui_vsync_wait_visible(false)
displays a previously recorded frame in the on-screen profiler ui
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.
frame_index -
table a table where you specify one of the following parameters:
distance
The offset from the currently displayed frame (this is truncated between zero and the number of recorded frames)frame
The frame index in the recording buffer (1 is first recorded frame)-- Go back one frame profiler.view_recorded_frame({distance = -1})