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The Debug Profiler is very simple to use. It requires two commands <code><nowiki>/debug start</nowiki></code>, which starts the profiling process, and <code><nowiki>/debug stop</nowiki></code>, which ends it. The important part here is that the more time you give it to collect the data the better the results will be. It is recommended to at least let it collect data for a minute.
 
The Debug Profiler is very simple to use. It requires two commands <code><nowiki>/debug start</nowiki></code>, which starts the profiling process, and <code><nowiki>/debug stop</nowiki></code>, which ends it. The important part here is that the more time you give it to collect the data the better the results will be. It is recommended to at least let it collect data for a minute.
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{{Colored box|title=Tip|content=Naturally, you can only profile code paths that are actually being reached. Entities and TileEntities that you want to profile must exist in the world to show up in the results.}}
Naturally, you can only profile code paths that are actually being reached. Entities and TileEntities that you want to profile must exist in the world to show up in the results.
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After you’ve stopped the debugger it will create a new file, it can be found within the <code><nowiki>debug</nowiki></code> subdirectory in your run directory. The file name will be formatted with the date and time as <code><nowiki>profile-results-yyyy-mm-dd_hh.mi.ss.txt</nowiki></code>.
 
After you’ve stopped the debugger it will create a new file, it can be found within the <code><nowiki>debug</nowiki></code> subdirectory in your run directory. The file name will be formatted with the date and time as <code><nowiki>profile-results-yyyy-mm-dd_hh.mi.ss.txt</nowiki></code>.