I'm looking for a new Corona Profiler

I have the Corona Profiler (by M.Y. Developers - I think) and I’m using v1.4.  Recently it hasn’t been working as well for me in mode 3 and mode 4 and I’m wondering if anyone can suggest a similar product since this one appears to be orphaned (I tried contacting the developer but didn’t get a response).

For those of you who are unfamiliar with this product, it basically tracks the performance of your app based on memory allocation and usage via functions and variables over time.   It is a great tool for finding trouble spots in your app.

Any suggestions?

I found that tool only ever worked on mode 1 and 2 and then only up to a certain project complexity.  Gave up with it years ago.

Corona needs to implement this at the framework level.

I’d like to know things like CPU v GPU, open GL draw calls and batches, our code v Corona code, function execution times, etc.

@sporkfin:  i don’t know anything about that tool, but iirc Roland Yonaba (author of 30log et al) had a pure-Lua profiler module at one time (didn’t find it at github, try googling) which either might do the job as is, or at least teach you enough about the debug lib to write your own if need it more customized.  (there may be other authors with similar)

@SGS:  agreed, access to “internal” performance metrics that debug lib can’t capture, particularly things like “total rendering time” (and batch breaks, et al that you mentioned), for debug builds

@davebollinger Thanks!  I’m a fan of Roland Yonaba’s work.

We can only hope… it’s not like other major game engines don’t offer this out of the box…

I found that tool only ever worked on mode 1 and 2 and then only up to a certain project complexity.  Gave up with it years ago.

Corona needs to implement this at the framework level.

I’d like to know things like CPU v GPU, open GL draw calls and batches, our code v Corona code, function execution times, etc.

@sporkfin:  i don’t know anything about that tool, but iirc Roland Yonaba (author of 30log et al) had a pure-Lua profiler module at one time (didn’t find it at github, try googling) which either might do the job as is, or at least teach you enough about the debug lib to write your own if need it more customized.  (there may be other authors with similar)

@SGS:  agreed, access to “internal” performance metrics that debug lib can’t capture, particularly things like “total rendering time” (and batch breaks, et al that you mentioned), for debug builds

@davebollinger Thanks!  I’m a fan of Roland Yonaba’s work.

We can only hope… it’s not like other major game engines don’t offer this out of the box…