PerformanceSingleton.Monitor

Values

ValueMeaning
timeFps0

Frames per second.

timeProcess1

Time it took to complete one frame.

timePhysicsProcess2

Time it took to complete one physics frame.

memoryStatic3

Static memory currently used, in bytes. Not available in release builds.

memoryDynamic4

Dynamic memory currently used, in bytes. Not available in release builds.

memoryStaticMax5

Available static memory. Not available in release builds.

memoryDynamicMax6

Available dynamic memory. Not available in release builds.

memoryMessageBufferMax7

Largest amount of memory the message queue buffer has used, in bytes. The message queue is used for deferred functions calls and notifications.

objectCount8

Number of objects currently instanced (including nodes).

objectResourceCount9

Number of resources currently used.

objectNodeCount10

Number of nodes currently instanced. This also includes the root node, as well as any nodes not in the scene tree.

renderObjectsInFrame11

3D objects drawn per frame.

renderVerticesInFrame12

Vertices drawn per frame. 3D only.

renderMaterialChangesInFrame13

Material changes per frame. 3D only

renderShaderChangesInFrame14

Shader changes per frame. 3D only.

renderSurfaceChangesInFrame15

Render surface changes per frame. 3D only.

renderDrawCallsInFrame16

Draw calls per frame. 3D only.

renderVideoMemUsed17

Video memory used. Includes both texture and vertex memory.

renderTextureMemUsed18

Texture memory used.

renderVertexMemUsed19

Vertex memory used.

renderUsageVideoMemTotal20
physics2dActiveObjects21

Number of active RigidBody2D nodes in the game.

physics2dCollisionPairs22

Number of collision pairs in the 2D physics engine.

physics2dIslandCount23

Number of islands in the 2D physics engine.

physics3dActiveObjects24

Number of active RigidBody and VehicleBody nodes in the game.

physics3dCollisionPairs25

Number of collision pairs in the 3D physics engine.

physics3dIslandCount26

Number of islands in the 3D physics engine.

audioOutputLatency27
monitorMax28

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