Hi, I am currently investigating performance issues on my mobile game in 3.5.3 and I noticed some lags I get due to a high process time in one frame. I know that this includes all scene tree functions like _ready and _process, but I have no idea how to investigate this further. Any tips?
If the profiler doesn’t show which function is taking the most time, it’s usually a deferred call like add_child.
If you need to measure times, just set it up so you compare the time before and after a function call/loop; the difference is how much it took. You have access to a microsecond clock by default in godot, which is more than enough to measure bottlenecks.