Can Godot’s Profiler attribute frame time to individual process callbacks?
0 reputation · 04 Jan 2021, 09:07 UTC
This question assumes Godot 4.x, where the Debugger’s Profiler provides frame-by-frame timing for script, physics, and idle work. Exact labels and aggregation behavior should be confirmed against the target release.
The goal is to determine whether a frame-time increase can be attributed to a specific node’s process() or physics_process() callback when many nodes execute small, frequently called functions. Script Functions timing may aggregate those calls, making a hot call site difficult to isolate. Profiling overhead and limited granularity for lower-level engine work also complicate comparisons.
It remains unclear whether a high aggregate timing entry reliably identifies the dominant callback, or whether its apparent weight changes with scene composition, call frequency, and profiler overhead. A useful evaluation would compare the same workload across relevant profiler views while keeping rendering and physics conditions stable.
Does Godot 4.x provide a documented way to attribute aggregated script time to an individual node or callback? Which metrics can distinguish callback overhead from engine-side frame work without relying on a single aggregate value?