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+1 vote

I'm looking for a means of getting some diagnostic data that (as far as I can tell) isn't possible with the profiler. I'm debugging startup time, and I'd like to profile everything that happens prior to _ready being called on any particular scene. Script parsing, preloads, etc. I looked around the settings and googled a bit to see if maybe there was a verbose debug setting somewhere that would get the startup process to just dump everything it's doing on me, but no dice.

I'm no stranger to recompiling from source if there's a build setting that would get me what I'm looking for.

Godot version 3.3
in Engine by (22 points)

1 Answer

+1 vote

Well there is a debug tool to enable you to go through your own scripts line by line with break points etc as is pretty standard in any IDE. From what you have written here though you are looking to see what the editor is doing? prior to a _ready() function?

To the best of my knowledge there are no debug options in the engine to watch the standard godot functionality.

just in case it helps here is the link to the debugging tools page

https://docs.godotengine.org/en/stable/tutorials/scripting/debug/overview_of_debugging_tools.html

but honestly I think what you are looking for here is not present in the engine. I am curious as to why you are looking to see this data though?

by (3,328 points)

Like I said, I’m trying to debug startup time. While the splash screen is displayed, nothing is output on the debug console. I can pull child nodes out of my startup scene to make the startup time quicker, so I know there’s work being done that I can attempt to optimize to shorten boot time, but so far I haven’t found anyway of accurately measuring all that work being done to start tweaking.

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