I’ve been trying to narrow down causes of FPS drops in my game lately but it’s been difficult because we don’t have resource statistics on ModuleScripts like we have for normal scripts. Being able to monitor the performance of all scripts/modules/code in my game would make my life a lot easier!
Ah, that explains why only three scripts are showing up.
Yes please. I’ve seen the stuff Imaginaerum is going through trying to figure out his performance issues. Would be really helpful.
Creating a logging module would also help - like the ‘Custom Stats’ window.
Also, by any chance could we have the Custom Stats window working and usable by plugins? That would be really nice
The script that actually uses them would probably have the stats for them. Since they’re basically creating objects in the script its imported.
Individual stats for each module would still be a plus.
What happens when a module runs code from another module?
What happens when a module runs code from another module?[/quote]
You still need a script to run the first module, so I would assume it would still show for the script that ran the first.
What happens when a module runs code from another module?[/quote]
You still need a script to run the first module, so I would assume it would still show for the script that ran the first.[/quote]
And that makes debugging which module script is causing the issue a major pain for heavily modularized games. (Module scripts can still execute their own code I think outside of the returned value. Maybe? They have their own environments)
What happens when a module runs code from another module?[/quote]
You still need a script to run the first module, so I would assume it would still show for the script that ran the first.[/quote]
And that makes debugging which module script is causing the issue a major pain for heavily modularized games. (Module scripts can still execute their own code I think outside of the returned value. Maybe? They have their own environments)[/quote]
As far as errors, those show from the module scripts, but for performance… Well I can agree with that. It’s really a matter of is it possible? Because really you’re returning objects to the script requiring it, so it would basically be the same as setting a variable to what the module script returns instead of requiring it. Maybe trying moving entire module scripts into the script requiring them to test, then put it back after testing performance.
I’d like to bump this. I’m sure that lots of people could benefit from this feature.