| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748 | :allow_comments: FalseDebugging and profiling=======================This section contains pages that provide guidance if you're looking at theengine code trying to find an underlying issue or an optimization possibility... toctree::   :maxdepth: 1   :name: toc-devel-cpp-debug-profiling   using_cpp_profilers   using_sanitizers   macos_debug   vulkan/indexDebugging the editor--------------------When working on the Godot editor keep in mind that by default the executablewill start in the Project Manager mode. Opening a project from the ProjectManager spawns a new process, which stops the debugging session. To avoid thatyou should launch directly into the project using ``-e`` and ``--path`` launchoptions.For example, using ``gdb`` directly, you may do this:.. code-block:: none    gdb godot    > run -e --path ~/myprojectYou can also run the editor directly from your project's folder. In that case,only the ``-e`` option is required... code-block:: none    cd ~/myproject    gdb godot    > run -eYou can learn more about these launch options and other command line argumentsin the :ref:`command line tutorial <doc_command_line_tutorial>`.If you're using a code editor or an IDE to debug Godot, check out our:ref:`configuration guides <doc_configuring_an_ide>`, which cover the setupprocess for building and debugging with your particular editor.
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