Godot profiler for their "scripting" be it GDScript or C# is a dumpster fire. If you have a lot of objects and non-obvious performance drops it's really hard to find them.
In case you use C++ you will be able to use mature profilers for C++ projects like built-in one in Visual Studio or Xcode, Valgrind on Linux or some 3rd-party solution like Intel XE Studio. All of them are just 10000% better than what Godot have at this moment.
Why couldn't you use your regular mature C# profiler like you do anywhere else? It's officially supported. Both the mono profiler and JetBrains work.
> In case you use C++ you will be able to use mature profilers for C++ projects like built-in one in Visual Studio or Xcode, Valgrind on Linux or some 3rd-party solution like Intel XE Studio. All of them are just 10000% better than what Godot have at this moment.
You can do exactly that right now. Use the C++ profiler to find hotspots in Godot and the C# profiler to find hotspots in your code.
Also unfortunately our project is usingGDScript and there is no profiler for it.
I don't see why that would be. Godot has bindings for all sorts of languages including C#. Why would it be any harder to write C# code with Godot bindings than C# code with Unity bindings?