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by light_hue_1 1432 days ago
> Godot profiler for their "scripting" be it GDScript or C# is a dumpster fire. ... In case you use C++ you will be able to use mature profilers

Why couldn't you use your regular mature C# profiler like you do anywhere else? It's officially supported. Both the mono profiler and JetBrains work.

> In case you use C++ you will be able to use mature profilers for C++ projects like built-in one in Visual Studio or Xcode, Valgrind on Linux or some 3rd-party solution like Intel XE Studio. All of them are just 10000% better than what Godot have at this moment.

You can do exactly that right now. Use the C++ profiler to find hotspots in Godot and the C# profiler to find hotspots in your code.

1 comments

I can easily answer both of your questions. Because I obviously want to know how much time exactly game code takes together: both engine and "scripting". Using weird combinations of two different profilers is not a good day to work on code. Both Unreal and Unity have proper usable profilers and Godot doesnt.

Also unfortunately our project is usingGDScript and there is no profiler for it.