Debugging and Profiling the Network
With Chapter 9, Creating an Online Adventure Prototype, we concluded Part 2, Creating Online Multiplayer Mechanics, of our journey, where we learned how we can use Godot Engine’s High-Level Network API to turn local gameplay mechanics into online multiplayer mechanics. Now, it’s time to go beyond implementation and start the optimization of our mechanics. This chapter inaugurates Part 3, Optimizing the Online Experience, of our journey through creating online multiplayer games with Godot Engine.
It’s important that you have read, understood, and implemented the content provided in Chapter 9, Creating an Online Adventure Prototype, because we are going to use the final project as our main subject through the following chapters in Part 3.
In this specific chapter, we are going to understand how we can use Godot Engine’s built-in Debugger dock to assess and profile our game performance. For that, we are going to understand...