get_performance_monitors
Profile a running Godot game or editor by reading measured engine performance counters (FPS, frame time, memory, draw calls) and sampling over time to return min, average, p95, and max stats.
Instructions
Profiling: read Performance monitors (fps, frame time, memory, object/node counts, draw calls, video mem, physics) â measured engine counters, never estimates. target=game (default when a play session is connected) reads the RUNNING game; target=editor reads the editor. duration_s>0 (game only, max 30) SAMPLES OVER TIME: polls every interval_ms (default 100, min 30) while the game keeps running, then returns per-monitor stats {min,avg,p95,max} â e.g. fps.p95 or process_time.max over a stress window; series=true also returns the raw per-sample series (token-heavy). Editor-target sampling is refused honestly: a tool call blocks the editor's own loop, so an over-time editor read would only measure a stalled editor.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| series | No | include the raw per-sample series, capped at 300 samples (default false) | |
| target | No | game | editor | auto | |
| duration_s | No | sampling window in seconds (0 = single snapshot; max 30; game target only) | |
| interval_ms | No | sampling interval (default 100, min 30) |