Enum PerformanceSingleton.Monitor

enum Monitor : int { ... }

Enum members

NameDescription
audioOutputLatency Output latency of the AudioServer.
memoryDynamic Dynamic memory currently used, in bytes. Not available in release builds.
memoryDynamicMax Available dynamic memory. Not available in release builds.
memoryMessageBufferMax Largest amount of memory the message queue buffer has used, in bytes. The message queue is used for deferred functions calls and notifications.
memoryStatic Static memory currently used, in bytes. Not available in release builds.
memoryStaticMax Available static memory. Not available in release builds.
monitorMax Represents the size of the monitor enum.
objectCount Number of objects currently instanced (including nodes).
objectNodeCount Number of nodes currently instanced in the scene tree. This also includes the root node.
objectOrphanNodeCount Number of orphan nodes, i.e. nodes which are not parented to a node of the scene tree.
objectResourceCount Number of resources currently used.
physics2dActiveObjects Number of active RigidBody2D nodes in the game.
physics2dCollisionPairs Number of collision pairs in the 2D physics engine.
physics2dIslandCount Number of islands in the 2D physics engine.
physics3dActiveObjects Number of active RigidBody and VehicleBody nodes in the game.
physics3dCollisionPairs Number of collision pairs in the 3D physics engine.
physics3dIslandCount Number of islands in the 3D physics engine.
renderDrawCallsInFrame Draw calls per frame. 3D only.
renderMaterialChangesInFrame Material changes per frame. 3D only.
renderObjectsInFrame 3D objects drawn per frame.
renderShaderChangesInFrame Shader changes per frame. 3D only.
renderSurfaceChangesInFrame Render surface changes per frame. 3D only.
renderTextureMemUsed The amount of texture memory used.
renderUsageVideoMemTotal Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0.
renderVertexMemUsed The amount of vertex memory used.
renderVerticesInFrame Vertices drawn per frame. 3D only.
renderVideoMemUsed The amount of video memory used, i.e. texture and vertex memory combined.
timeFps Number of frames per second.
timePhysicsProcess Time it took to complete one physics frame, in seconds.
timeProcess Time it took to complete one frame, in seconds.