godot-performance-profilinglisted
Install: claude install-skill ibrohim1234567881717/game-dev-ai-skills
# Godot Performance Profiling
## Purpose
This skill supplies Godot's measurement tooling. The method — baseline, profile,
fix the dominant bottleneck, re-measure — lives in
`performance-profiling-method` and is not repeated here.
Godot's specific contribution is that its profiler is in the editor and measures
the editor-hosted run, which means the numbers include editor overhead. Knowing
what that overhead is, and confirming conclusions in an exported build, is the
difference between useful measurement and a plausible-looking waste of time.
## When to use
- A Godot project misses its frame budget, stutters, or hitches.
- Before proposing any Godot optimisation.
- Load times or scene transitions are too slow.
- Memory grows over a session.
- Deciding whether an approach is affordable before committing to it.
## When NOT to use
- The problem is a visual artifact rather than cost. Use `render-debugging`.
- You already know the bottleneck and need the fixing technique. Use
`cpu-optimization` or `gpu-optimization`.
- Editor slowness that does not reproduce in an exported build. Worth noting,
but it is a different investigation.
## Required context
| Fact | Why it matters | Where to find it |
|---|---|---|
| **Godot major version** | 3.x and 4.x differ in renderer and profiling tools | `config_version` in `project.godot` |
| Minor version within 4.x | Renderer and physics behaviour changed across 4.x | `config/features` |
| Renderer in use | Forward+, Mobile and Compat