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@@ -1,12 +1,45 @@
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Debugging and profiling
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=======================
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-This section is about finding spots to optimize in the engine code when you need it in your project.
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+This section contains pages that provide guidance if you're looking at the
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+engine code trying to find an underlying issue or an optimization possibility.
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.. toctree::
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:maxdepth: 1
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:name: toc-devel-cpp-debug-profiling
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- macos_debug
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using_cpp_profilers
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+ macos_debug
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vulkan/index
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+
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+Debugging the editor
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+--------------------
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+
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+When working on the Godot editor keep in mind that by default the executable
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+will start in the project manager mode. Opening a project from the project
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+manager spawns a new process, which stops the debugging session. To avoid that
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+you should launch directly into the project using ``-e`` and ``--path`` launch
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+options.
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+
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+For example, using ``gdb`` directly, you may do this:
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+
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+.. code-block:: none
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+
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+ $ gdb godot
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+ > run -e --path ~/myproject
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+
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+You can also run the editor directly from your project's folder. In that case,
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+only the ``-e`` option is required.
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+
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+.. code-block:: none
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+
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+ $ cd ~/myproject
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+ $ gdb godot
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+ > run -e
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+
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+You can learn more about these launch options and other command line arguments
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+in the :ref:`command line tutorial <doc_command_line_tutorial>`.
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+
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+If you're using a code editor or an IDE to debug Godot, check out our
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+:ref:`configuration guides <doc_configuring_an_ide>`, which cover the setup
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+process for building and debugging with your particular editor.
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