사용 방법
- 설치 명령을 복사하고 자신의 에이전트 환경에 설치하기 전에 소스 패키지를 확인하세요.
- 필요한 도구, 인증 정보, 지원 환경은 원본 문서에서 확인하세요.
- 입력과 원하는 산출물을 설명하고 출처와 결과를 대조하세요.
npx skills add https://github.com/chrisgliddon/bevy-skills --skill bevy-diagnostics-profiling시작 전 확인
- 설치에는 모델 구독, API 한도, 파일 접근 권한이 포함되지 않습니다.
- 별점 수와 설치 수는 활동 지표이며 독립적인 품질·보안 검증이 아닙니다.
원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.
Bevy 0.19 — diagnostics and profiling
When to use this skill
- A frame, render pass, worker pipeline, or upload path needs causal evidence.
- A queue/task system needs stable gauges, counters, latency, and high-water marks.
- Performance claims must pass native, Steam Deck, or browser acceptance budgets.
- Render GPU diagnostics are absent or disagree with CPU traces.
Diagnostics answer “what is happening over time?” Tracing answers “where did this execution spend time?” Render diagnostics expose pass-level renderer measurements. Use all three, but do not treat any one of them as proof of a bottleneck.
Canonical pattern
use bevy::{
diagnostic::{
Diagnostic, DiagnosticPath, Diagnostics, RegisterDiagnostic,
},
prelude::*,
};
const REMESH_QUEUE_DEPTH: DiagnosticPath =
DiagnosticPath::const_new("voxel/remesh_queue_depth");
#[derive(Resource, Default)]
struct RemeshQueue {
valid_jobs: usize,
}
struct VoxelDiagnosticsPlugin;
impl Plugin for VoxelDiagnosticsPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<RemeshQueue>()
.register_diagnostic(
Diagnostic::new(REMESH_QUEUE_DEPTH).with_suffix(" sections"),
)
.add_systems(Update, record_voxel_diagnostics);
}
}
fn record_voxel_diagnostics(
queue: Res<RemeshQueue>,
mut diagnostics: Diagnostics,
) {
diagnostics.add_measurement(&REMESH_QUEUE_DEPTH, || queue.valid_jobs as f64);
}Paths are an API: use namespaced, stable names with explicit units in suffixes or documentation. Register before recording. DiagnosticsStore provides latest and historical/smoothed values for displays and exporters. Measurements are deferred telemetry, not a same-system synchronisation mechanism.
Built-in plugins
FrameTimeDiagnosticsPlugin: FPS, frame time, and frame count.EntityCountDiagnosticsPlugin: live entity count.SystemInformationDiagnosticsPlugin: process/system CPU and memory on supported
native targets. It is unavailable/no-op for WASM, iOS, and dynamic-link builds.
LogDiagnosticsPlugin: development output; filter paths and cadence to avoid noise.RenderDiagnosticsPlugin: CPU/GPU time per recorded render span and pipeline
statistics where the backend supports them.
Add RenderDiagnosticsPlugin from bevy::render::diagnostic. It creates dynamic paths shaped like render/<span>/elapsed_cpu and, when supported, render/<span>/elapsed_gpu plus invocation/primitive statistics.
Tracing for causality
Enable a backend in an optimised build:
cargo run --release --features bevy/trace_tracy
cargo run --release --features bevy/trace_chrometrace_tracy_memory adds allocation tracking with extra overhead. Add coarse spans around work whose cause matters:
use bevy::prelude::*;
fn rebuild_visible_sections() {
let _span = info_span!("rebuild_visible_sections").entered();
// measured work
}Avoid high-cardinality span names and per-element spans. Record section/entity IDs as fields only during targeted captures. Keep a low-overhead diagnostic gauge/counter for continuous observability and switch on detailed traces for investigation.
Gotchas and platform truth
Bevy 0.19 render timestamp queries and pipeline statistics are supported on Vulkan and DX12. Metal, WebGPU, and WebGL2 expose CPU render timings only through RenderDiagnosticsPlugin. Missing elapsed_gpu is an unsupported measurement, not zero GPU cost. Use vendor/platform GPU profilers where available; RenderDoc is a graphics debugger, not a performance profiler.
Profile the shipping renderer, resolution, power mode, content, and build profile. Desktop results do not establish Steam Deck or browser budgets.
Choose the relevant deep dive
| Problem | Read |
|---|---|
| Metric types, stable paths, diagnostics store, tracing spans | Diagnostics and tracing |
| Render diagnostics, backend limitations, CPU/GPU tool choice | Render and platform profiling |
| Acceptance thresholds, replay design, queue/task/upload telemetry | Budgets and telemetry |
Review checklist
- Every number has a type (gauge/counter/histogram), unit, scope, and sampling rule.
- Queue depth excludes obsolete heap entries; latency timestamps use one clock.
- Spans cover queue wait, worker compute, main-thread apply, and render/upload costs.
- Captures are release-like, repeatable, warm, and made on each claimed target.
- Reports include percentiles and worst sustained intervals, not averages alone.
- Unsupported GPU values remain absent and are never converted to zero.
- Instrumentation overhead is measured and disabled/reduced in normal shipping runs.
See also
- `bevy-voxel-runtime` — concrete queue, stale-result, and upload metrics.
- `bevy-rendering` — renderer architecture and custom render systems.
- `bevy-testing` — deterministic benchmark replays and visual captures.
- Bevy diagnostics
- Bevy render diagnostics
- Bevy 0.19 profiling guide

