Debugging and profiling ======================= This section contains pages that provide guidance if you're looking at the engine 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/index Debugging the editor -------------------- When working on the Godot editor keep in mind that by default the executable will start in the Project Manager mode. Opening a project from the Project Manager spawns a new process, which stops the debugging session. To avoid that you should launch directly into the project using ``-e`` and ``--path`` launch options. For example, using ``gdb`` directly, you may do this: .. code-block:: none $ gdb godot > run -e --path ~/myproject You 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 -e You can learn more about these launch options and other command line arguments in the :ref:`command line tutorial `. If you're using a code editor or an IDE to debug Godot, check out our :ref:`configuration guides `, which cover the setup process for building and debugging with your particular editor.