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- .. _doc_debugger_panel:
- Debugger panel
- ==============
- Many of Godot's debugging tools, including the debugger, can be found in the
- debugger panel at the bottom of the screen. Click on **Debugger** to open it.
- .. image:: img/overview_debugger.webp
- The debugger panel is split into several tabs, each focusing on a specific task.
- Debugger
- --------
- The Debugger tab opens automatically when the GDScript compiler reaches
- a breakpoint in your code.
- It gives you a `stack trace <https://en.wikipedia.org/wiki/Stack_trace>`__,
- information about the state of the object, and buttons to control the program's
- execution. When the debugger breaks on a breakpoint, a green triangle arrow is
- visible in the script editor's gutter. This arrow indicates the line of code the
- debugger broke on.
- .. tip::
- You can create a breakpoint by clicking the gutter in the left of the script
- editor (on the left of the line numbers). When hovering this gutter, you
- will see a transparent red dot appearing, which turns into an opaque red dot
- after the breakpoint is placed by clicking. Click the red dot again to
- remove the breakpoint. Breakpoints created this way persist across editor
- restarts, even if the script wasn't saved when exiting the editor.
- You can also use the ``breakpoint`` keyword in GDScript to create a
- breakpoint that is stored in the script iself. Unlike breakpoints created by
- clicking in the gutter, this keyword-based breakpoint is persistent across
- different machines when using version control.
- You can use the buttons in the top-right corner to:
- - Skip all breakpoints. That way, you can save breakpoints for future
- debugging sessions.
- - Copy the current error message.
- - **Step Into** the code. This button takes you to the next line of code,
- and if it's a function, it steps line-by-line through the function.
- - **Step Over** the code. This button goes to the next line of code,
- but it doesn't step line-by-line through functions.
- - **Break**. This button pauses the game's execution.
- - **Continue**. This button resumes the game after a breakpoint or pause.
- .. warning::
- Breakpoints won't break on code if it's
- :ref:`running in a thread <doc_using_multiple_threads>`.
- This is a current limitation of the GDScript debugger.
- Errors
- ------
- This is where error and warning messages are printed while running the game.
- You can disable specific warnings in **Project Settings > Debug > GDScript**.
- Profiler
- --------
- The profiler is used to see what code is running while your project is in use,
- and how that effects performance.
- .. seealso::
- A detailed explanation of how to use the profiler can be found in the
- dedicated :ref:`doc_the_profiler` page.
- Visual Profiler
- ---------------
- The Visual Profiler can be used to monitor what is taking the most time when
- rendering a frame on the CPU and GPU respectively. This allows tracking sources
- of potential CPU and GPU bottlenecks caused by rendering.
- .. warning::
- The Visual Profiler only measures CPU time taken for rendering tasks, such
- as performing draw calls. The Visual Profiler does **not** include CPU time
- taken for other tasks such as scripting and physics. Use the standard
- Profiler tab to track non-rendering-related CPU tasks.
- To use the visual profiler, run the project, switch to the **Visual Profiler**
- tab within the Debugger bottom panel, then click **Start**:
- .. figure:: img/debugger_visual_profiler_results.webp
- :alt: Visual Profiler tab after clicking Start, waiting for a few seconds, then clicking Stop
- Visual Profiler tab after clicking **Start**, waiting for a few seconds, then clicking **Stop**
- You will see categories and results appearing as the profiler is running. Graph
- lines also appear, with the left side being a CPU framegraph and the right side
- being a GPU framegraph.
- Click **Stop** to finish profiling, which will keep the results visible but
- frozen in place. Results remain visible after stopping the running project, but
- not after exiting the editor.
- Click on result categories on the left to highlight them in the CPU and GPU
- graphs on the right. You can also click on the graph to move the cursor to a
- specific frame number and highlight the selected data type in the result
- categories on the left.
- You can switch the result display between a time value (in milliseconds per
- frame) or a percentage of the target frametime (which is currently hardcoded to
- 16.67 milliseconds, or 60 FPS).
- If framerate spikes occur during profiling, this can cause the graph to be
- poorly scaled. Disable **Fit to Frame** so that the graph will zoom onto the 60
- FPS+ portion.
- .. note::
- Remember that Visual Profiler results can vary **heavily** based on
- viewport resolution, which is determined by the window size if using the
- ``disabled`` or ``canvas_items`` :ref:`stretch modes
- <doc_multiple_resolutions>`.
- When comparing results across different runs, make sure to use the same
- viewport size for all runs.
- Visual Profiler is supported when using any rendering method (Forward+, Mobile
- or Compatibility), but the reported categories will vary depending on the
- current rendering method as well as the enabled graphics features. For example,
- when using Forward+, a simple 2D scene with shadow-casting lights will result in
- the following categories appearing:
- .. figure:: img/debugger_visual_profiler_2d_example.webp
- :alt: Example results from a 2D scene in the Visual Profiler
- Example results from a 2D scene in the Visual Profiler
- To give another example with Forward+, a 3D scene with shadow-casting lights and
- various effects enabled will result in the following categories enabled:
- .. figure:: img/debugger_visual_profiler_3d_example.webp
- :alt: Example results from a 3D scene in the Visual Profiler
- Example results from a 3D scene in the Visual Profiler
- Notice how in the 3D example, several of the categories have **(Parallel)**
- appended to their name. This hints that multiple tasks are being performed in
- parallel on the GPU. This generally means that disabling only one of the
- features involved won't improve performance as much as anticipated, as the other
- task still needs to be performed sequentially.
- Network Profiler
- ----------------
- The Network Profiler contains a list of all the nodes that communicate over the
- multiplayer API and, for each one, some counters on the amount of incoming and
- outgoing network interactions. It also features a bandwidth meter that displays
- the total bandwidth usage at any given moment.
- .. note::
- The bandwidth meter does **not** take the :ref:`doc_high_level_multiplayer`
- API's own compression system into account. This means that changing the
- compression algorithm used will not change the metrics reported by the
- bandwidth meter.
- Monitors
- --------
- The monitors are graphs of several aspects of the game while its running such as
- FPS, memory usage, how many nodes are in a scene and more. All monitors keep
- track of stats automatically, so even if one monitor isn't open while the game
- is running, you can open it later and see how the values changed.
- .. seealso::
- In addition to the default performance monitors, you can also create
- :ref:`custom performance monitors <doc_custom_performance_monitors>`
- to track arbitrary values in your project.
- Video RAM
- ---------
- The **Video RAM** tab shows the video RAM usage of the game while it is running.
- It provides a list of every resource using video RAM by resource path, the type
- of resource it is, what format it is in, and how much Video RAM that resource is
- using. There is also a total video RAM usage number at the top right of the panel.
- .. image:: img/video_ram.png
- Misc
- ----
- The **Misc** tab contains tools to identify the control nodes you are clicking
- at runtime:
- - **Clicked Control** tells you where the clicked node is in the scene tree.
- - **Clicked Control Type** tells you the type of the node you clicked is.
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