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Copy file name to clipboardExpand all lines: docs/gdevelop5/interface/debugger/index.md
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@@ -12,30 +12,33 @@ The *Profiler* is a tool that measures the time spent on different aspects of yo
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This is an advanced feature of GDevelop. If you use it, we would like you to show your support for GDevelop by [getting a subscription](/gdevelop5/interface/profile)!
To launch the debugger, in the toolbar of a scene editor, click on the arrow beside the preview button to bring up a drop-down menu. In that menu, choose "Preview with debugger and performance profiler".
This will open a new tab called "Debugger" and will also launch a preview of your game as usual.
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Note that even if you close the preview, you can let the debugger tab stay unclosed. This way, any preview that you launch (with the usual Preview button) will be connected to the debugger.
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When the game is first launched, the debugger is empty:
The instance will be created at position 0;0, on the base layer with a Z-order of 0.
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You can then find it in the list of instances and change its position, angle, layer, etc.
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In the list, you can find **Instances** of every running scene.
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Instances are grouped by objects name. Click on an object name to see the list of instances of this object living on the scene. Click on an instance number (each instance has a unique number) to inspect it:
The inspector shows general properties of the instance, for example, position, angle, layer, etc. For each of these properties, you can **edit them by clicking on the value**:
Validate your changes by clicking on the small **validate button** (the one with the tick icon).
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To do this, in the list, click on **Global Variables**, **Scene variables**, or the instance number that you want to inspect.
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Variables will be shown in a list showing variable names and values (either a number or a text). Here is an example of an instance of an object having a "Life" variable:
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Like other fields, you can **click on the value of the variable** to change it. It's a good way to see how your game is behaving according to the value of variables and test that your events are working properly.
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Variables can also be **structures**, meaning that they hold other variables. In this case, instead of seeing the value (number or text) of the variable, you will see a sub-list containing the children variables:
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Here is an example of a variable named "Options", containing children variables to store the options of a game:
While the game is running, click on the **Start Profiling** button to launch the profiler.
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After a few seconds, click **Stop Profiling** to end the process. The game will only store up to 600 frames worth of information, which is approximately 10 seconds of running the profiler. If you record more than 600 frames with the profiler, only the last 600 frames of information will be displayed.
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When you stop running the profiler, the new results will be displayed.
Copy file name to clipboardExpand all lines: docs/gdevelop5/monetization/index.md
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@@ -6,6 +6,10 @@ title: Monetizing Your Games
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Monetizing your game is an exciting opportunity, but it's important to note that it is entirely optional when using GDevelop. Whether you choose to monetize or not, GDevelop provides multiple ways to do so, allowing you to find the best fit for your game's audience and platform.
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