About godot-optimization
A Godot 4.3+ performance optimization skill for projects using GDScript or C#. It explains how to profile bottlenecks and tune rendering, physics, scripts, and memory use.
Key features
- 01Profiler and monitor guidance
- 02Draw call reduction techniques
- 03Physics tuning patterns
- 04GDScript and C# hot-path practices
- 05Memory management and object pooling
Use cases
- 01Finding frame-time bottlenecks
- 02Reducing rendering and physics workload
- 03Managing allocations and frequently spawned objects
Install
Copy the command and run it in a terminal.
npx skills add https:/ / github.com/ jame581/ godotprompter --skill godot-optimizationAfter installing, type/godot-optimizationin Claude Code to confirm it loaded.
Bundled files
References and scripts installed along with SKILL.md.
references/cpu-bottlenecks.mddraw-calls.mdmemory-management.mdphysics-tuning.mdDetails
From the project READMEGodot Optimization
This skill covers performance optimization for Godot 4.3+ projects in both GDScript and C#. It covers the built-in profiler, draw call reduction, physics tuning, GDScript performance patterns, memory management, object pooling, and a reference table of common bottlenecks.
Related skills: godot-debugging for systematic debugging and profiling, godot-code-review for performance review checklist, export-pipeline for release build optimization, physics-system for collision shapes, layers, and physics body types, 2d-essentials for 2D mesh optimization, particle performance, and draw order tuning, multithreading for moving work off the main thread, mobile-development for mobile performance budgets.
1. Using the Profiler
Frame Time Budget
At 60 fps, the entire frame (update, physics, rendering) must complete in 16.6 ms. At 30 fps the budget is 33.3 ms. Any single system that consumes the majority of that budget is a bottleneck.
| Target FPS | Frame budget |
|---|---|
| 120 | 8.3 ms |
| 60 | 16.6 ms |
| 30 | 33.3 ms |
Reading Profiler Output
Open Debugger > Profiler, click Start, play through the scenario you want to measure, then click Stop.
- Frame Time — total wall-clock time for that frame in milliseconds.
- Self — time spent inside that function excluding callees. This is the primary hotspot indicator. A function with a high Self time is doing expensive work directly.
- Total — time including all callees. Useful for identifying expensive subtrees.
- Calls — call count per frame. A function called thousands of times per frame (even if each call is cheap) can dominate the frame.
- Click any function name to jump to its source in the script editor.
# Manual micro-benchmark for a specific block
var start := Time.get_ticks_usec()
_run_expensive_operation()
var elapsed := Time.get_ticks_usec() - start
print("_run_expensive_operation: %d µs" % elapsed)
C#:
// Manual micro-benchmark using Stopwatch (high-resolution timer)
using System.Diagnostics;
var sw = Stopwatch.StartNew();
RunExpensiveOperation();
sw.Stop();
GD.Print($"RunExpensiveOperation: {sw.Elapsed.TotalMilliseconds:F3} ms");
// Alternative using Godot's built-in timer (microsecond precision)
long start = (long)Time.GetTicksUsec();
RunExpensiveOperation();
long elapsed = (long)Time.GetTicksUsec() - start;
GD.Print($"RunExpensiveOperation: {elapsed} µs");
Monitors Tab
Debugger > Monitors shows real-time engine metrics while the game is running. Click a monitor name to open a live graph. Key monitors to watch:
| Monitor | What to watch for |
|---|---|
Time > FPS | Below target — frame budget overrun |
Time > Process | High — _process() callbacks are expensive |
Time > Physics Process | High — _physics_process() or physics sim is expensive |
Raster > Total Draw Calls | Above ~500 (mobile) or ~2 000 (desktop) — needs batching |
Video > Video Mem | Steadily growing — unfreed textures or meshes (memory leak) |
Object > Objects | Growing across scene reloads — nodes are not being freed |
Physics 3D > Active Objects | Large count in simple scenes — bodies not sleeping |
# Query any monitor at runtime from code
var fps := Performance.get_monitor(Performance.TIME_FPS)
var draw_calls := Performance.get_monitor(Performance.RENDER_TOTAL_DRAW_CALLS_IN_FRAME)
var video_ram := Performance.get_monitor(Performance.RENDER_VIDEO_MEM_USED)
print("FPS: %d | Draw calls: %d | VRAM: %.1f MB" % [fps, draw_calls, video_ram / 1_048_576.0])
C#:
// Query any monitor at runtime from code
double fps = Performance.GetMonitor(Performance.Monitor.TimeFps);
double drawCalls = Performance.GetMonitor(Performance.Monitor.RenderTotalDrawCallsInFrame);
double videoRam = Performance.GetMonitor(Performance.Monitor.RenderVideoMemUsed);
GD.Print($"FPS: {fps:F0} | Draw calls: {drawCalls:F0} | VRAM: {videoRam / 1_048_576.0:F1} MB");
2. Draw Call Optimization
Every distinct mesh, sprite, or canvas item that cannot be batched with its neighbours costs one draw call. Reducing draw calls is one of the highest-leverage optimisations, especially on mobile. 2D batching is automatic (Compatibility; Forward+/Mobile from 4.4) while neighbouring items share texture and material — so atlas sprites, keep unique-material count low, and cull off-screen work. CanvasGroup does not batch: it renders its children to a backbuffer.
See references/draw-calls.md for the full recipes (2D batch-breaking rules, shared materials with per-instance uniforms, texture atlases,
VisibleOnScreenNotifier2D/3Dculling, and 3D LOD swapping).
3. Physics Optimization
Physics tuning hinges on minimising broadphase work and avoiding mesh colliders on moving bodies. Trim collision masks to only the layers each body actually needs, replace ConcavePolygonShape3D with primitives on anything that moves, and prefer Area2D/3D over per-frame raycasts for overlap detection.
See references/physics-tuning.md for the full recipes (layer/mask bit examples, collision-shape cost table,
Engine.physics_ticks_per_secondtuning, Area-vs-raycast patterns).
4. GDScript Performance
Hot-path GDScript wins come from eliminating per-frame allocations, comparing StringName instead of String, using typed arrays / PackedArrays, and preload-ing resources at class scope. The same allocation discipline applies to C# (with List<T> in place of typed Array[T] and static readonly StringName fields).
See references/cpu-bottlenecks.md for the full recipes (cached group queries, reused vector locals,
&"..."literals,PackedVector2Array, static typing,preloadvsload, plus C# parity blocks).
5. Memory Management
Watch Performance.MEMORY_STATIC and OBJECT_COUNT across scene reloads — steady growth means leaked references. Resources loaded by path are cached and shared; call .duplicate() when you need per-instance mutation. Always prefer queue_free() for nodes; free() on a node that is emitting a signal is refused in the editor and debug exports ("Object is locked and can't be freed"), but release exports skip that check and free it mid-emission (undefined behaviour).
See references/memory-management.md for the full recipes (Performance singleton queries, ResourceLoader cache semantics,
queue_freevsfreetable, plus the full GDScript and C# object pool implementations for bullets/effects/particles).
6. Common Bottlenecks
| Problem | Diagnosis tool | Fix |
|---|---|---|
| Too many draw calls | Debugger > Monitors Raster > Total Draw Calls; Viewport > Debug > Draw Calls overlay | Keep 2D neighbours on one texture and material so they batch; MultiMeshInstance3D or merged meshes for 3D; use texture atlases; reduce unique materials |
Heavy GDScript in _process | Profiler > Self column shows script functions at top | Move logic to _physics_process (fixed 60 ticks/s by default — less often than _process at high frame rates), cache queries, avoid per-frame allocations, consider C# for tight loops |
| Excessive signal connections | Profiler shows signal dispatch overhead; manually audit get_signal_connection_list() | Remove redundant connections; prefer polling over per-frame signals for high-frequency data; use CONNECT_ONE_SHOT for fire-and-forget |
| Unoptimised TileMap | High draw call count while the map is on screen | Split into fewer layers; use a single atlas texture per layer; use TileMapLayer (Godot 4.3+) instead of legacy TileMap |
| Large uncompressed textures | Monitors Video > Video Mem is high; check Import dock for texture settings | Enable texture compression (VRAM Compressed) in the Import dock; use mipmaps; halve resolution of assets not viewed up-close |
| Too many active physics bodies | Monitors Physics 3D > Active Objects is high; slow _physics_process in Profiler | Enable sleeping on RigidBody3D (can_sleep = true); lower physics tick rate; replace distant bodies with fake animations; use layers/masks to narrow collision checks |
| String operations in hot paths | Profiler Self time in string-heavy functions; in C#, frequent GC pauses | Replace String comparisons with StringName (&"..."); avoid String formatting in _process; build strings once and cache |
instantiate() in hot paths | Profiler shows PackedScene.instantiate with high Self time (enable Editor Settings > Debugger > Profile Native Calls) | Implement object pooling (see references/memory-management.md); preload scenes at startup; spawn during loading screens rather than during gameplay |
7. Top Anti-Patterns
- Allocating in
_process— new Arrays, Dictionaries, Strings, or Vector constructors per frame. Cache the container, mutate fields in place. See references/cpu-bottlenecks.md. - Mesh colliders on moving bodies —
ConcavePolygonShape3Don aCharacterBody3DorRigidBody3D. Use a capsule, box, or convex hull instead. See references/physics-tuning.md. - Unique materials per instance —
material_override = SomeMaterial.new()in_ready()breaks batching. Share one material; vary via shader parameters. See references/draw-calls.md. load()in hot paths — callingload("res://...")from_processor_physics_process. Useconst X := preload(...)at class scope. See references/cpu-bottlenecks.md.instantiate()+queue_free()for short-lived objects — bullets, hit effects, particles. Pool them. See references/memory-management.md.
8. Checklist
Work through this list before shipping or when investigating a performance complaint.
Profiler
- Run the Profiler during the most demanding gameplay scenario.
- Confirm no single function's Self time exceeds 30% of the frame budget.
- Confirm total frame time stays under budget (16.6 ms at 60 fps).
Draw Calls
- Draw call count is within target (≤500 mobile, ≤2 000 desktop).
- 2D sprites drawn next to each other share one atlas texture and material, so they batch.
- Textures are atlas-packed where possible; duplicate materials are eliminated.
- Off-screen nodes use
VisibleOnScreenNotifier2D/3Dto pause processing. - 3D meshes have LOD enabled via import settings or manual swap logic.
Physics
- Collision layers and masks are minimal — no body checks layers it never needs.
- No moving body uses
ConcavePolygonShape— replaced with capsule, box, or convex. - Physics tick rate is appropriate for the game type (30 Hz may be fine for turn-based or top-down).
-
Area2D/3Dis used for overlap detection instead of per-frame raycasts. -
RigidBody3Dnodes havecan_sleep = truewhere applicable.
GDScript
- No
Array,Dictionary, orStringis allocated inside_processor_physics_process. - All hot-path string comparisons use
StringName(&"..."). - All arrays in hot paths are typed (
Array[T]orPackedArray). - All function parameters and return types in hot paths are statically typed.
- All scene and resource references use
preloadat class scope, notloadper frame.
Memory
-
Performance.get_monitor(Performance.MEMORY_STATIC)is stable between scene reloads. - Resources that require per-instance mutation are
.duplicate()d. - All node removals use
queue_free()unless synchronous teardown is explicitly required.
Object Pooling
- Bullets, hit effects, particles, and other frequently spawned objects use a pool.
- Pool initial size is large enough to avoid runtime growth during normal gameplay.
- Pooled objects reset all state on reactivation (position, velocity, signals).