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Tools & Profilers

The Tools menu opens standalone utility windows. Here are the everyday ones.

ToolWhat it does
Asset RegistryEvery known asset, its load state, size, and dependencies.
Input ActionsDefine named input actions and their key or pad bindings, see Scripting › Input.
Console VariablesBrowse and set engine CVars, and run console commands.
Object BrowserInspect every live engine object in memory.
Plugin BrowserEnable or disable plugins for the project.

For performance work.

  • CPU Profiler, frame time and a hierarchical scope tree.
  • GPU Profiler, GPU timings, pipeline stats, and a barrier inspector.
  • Gameplay Profiler, per-script and per-system OnUpdate timings, see Scripting › Reference.
  • Memory, CPU and GPU memory broken down by category.
  • Task System, the fiber job scheduler, live.
  • Network, per-world transport and replication stats.
  • Shadow Atlas, shadow-map allocation.

For deep captures, Tracy Profiler (Ctrl+P) launches the external Tracy app, and RenderDoc Capture (F11) grabs a GPU frame.

To debug C# scripts, attach your IDE’s managed debugger (Visual Studio or Rider) to the running editor process and set breakpoints in your script .cs files.

File > Package Project builds a distributable of your game.

Editor, project, and engine settings are not in this menu, they live under File > Settings. See the Editor Overview for what it covers.