Enumeration Casemigueldeicaza.swiftgodot 0.45.0SwiftGodot
navigationPolygonCount
Number of navigation mesh polygons in the NavigationServer3D
.
case navigationPolygonCount
Other cases
case timeFps
The number of frames rendered in the last second. This metric is only updated once per second, even if queried more often. Higher is better.
case timeProcess
Time it took to complete one frame, in seconds. Lower is better.
case timePhysicsProcess
Time it took to complete one physics frame, in seconds. Lower is better.
case memoryStatic
Static memory currently used, in bytes. Not available in release builds. Lower is better.
case memoryStaticMax
Available static memory. Not available in release builds. Lower is better.
case memoryMessageBufferMax
Largest amount of memory the message queue buffer has used, in bytes. The message queue is used for deferred functions calls and notifications. Lower is better.
case objectCount
Number of objects currently instantiated (including nodes). Lower is better.
case objectResourceCount
Number of resources currently used. Lower is better.
case objectNodeCount
Number of nodes currently instantiated in the scene tree. This also includes the root node. Lower is better.
case objectOrphanNodeCount
Number of orphan nodes, i.e. nodes which are not parented to a node of the scene tree. Lower is better.
case renderTotalObjectsInFrame
The total number of objects in the last rendered frame. This metric doesn’t include culled objects (either via hiding nodes, frustum culling or occlusion culling). Lower is better.
case renderTotalPrimitivesInFrame
The total number of vertices or indices rendered in the last rendered frame. This metric doesn’t include primitives from culled objects (either via hiding nodes, frustum culling or occlusion culling). Due to the depth prepass and shadow passes, the number of primitives is always higher than the actual number of vertices in the scene (typically double or triple the original vertex count). Lower is better.
case renderTotalDrawCallsInFrame
The total number of draw calls performed in the last rendered frame. This metric doesn’t include culled objects (either via hiding nodes, frustum culling or occlusion culling), since they do not result in draw calls. Lower is better.
case renderVideoMemUsed
The amount of video memory used (texture and vertex memory combined, in bytes). Since this metric also includes miscellaneous allocations, this value is always greater than the sum of .renderTextureMemUsed and .renderBufferMemUsed. Lower is better.
case renderTextureMemUsed
The amount of texture memory used (in bytes). Lower is better.
case renderBufferMemUsed
The amount of render buffer memory used (in bytes). Lower is better.
case physics2dActiveObjects
Number of active
RigidBody2D
nodes in the game. Lower is better.case physics2dCollisionPairs
Number of collision pairs in the 2D physics engine. Lower is better.
case physics2dIslandCount
Number of islands in the 2D physics engine. Lower is better.
case physics3dActiveObjects
Number of active
RigidBody3D
andVehicleBody3D
nodes in the game. Lower is better.case physics3dCollisionPairs
Number of collision pairs in the 3D physics engine. Lower is better.
case physics3dIslandCount
Number of islands in the 3D physics engine. Lower is better.
case audioOutputLatency
Output latency of the
AudioServer
. Equivalent to callinggetOutputLatency
, it is not recommended to call this every frame.case monitorMax
Represents the size of the
Monitor
enum.