DooDesch-Snitch icon

Snitch

A performance profiler - measure the cost + state of NPCs, trash, quests and your own mods, with a per-mod panel in the Hotline overlay, a live web dashboard, and a phone remote (scan a QR to drive it).

Last updated 3 days ago
Total downloads 1002
Total rating 1 
Categories Mods
Dependency string DooDesch-Snitch-1.6.1
Dependants 1 other package depends on this package

This mod requires the following mods to function

LavaGang-MelonLoader-0.7.3 icon
LavaGang-MelonLoader

The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono

Preferred version: 0.7.3
ifBars-S1API_Forked-3.1.1 icon
ifBars-S1API_Forked

S1API is an open source collaboration project to help standardize Schedule One modding processes. The goal is to provide a standard place for common functionalities so you can focus on making content versus reverse engineering the game.

Preferred version: 3.1.1
DooDesch-Hotline-1.2.0 icon
DooDesch-Hotline

One overlay and one key for every mod's HUD - and it auto-catches mods that grab function keys.

Preferred version: 1.2.0

README

Snitch

A performance profiler for Schedule I - find out what's actually slow.

🛟 Need help or found a bug? Get support at support.doodesch.de/snitch.

Snitch measures the cost and state of NPCs, trash, quests, and - through a tiny no-op API - any other mod's systems. Its in-game panel lives in the Hotline overlay (each mod gets its own panel), alongside a combined log timeline and a live web dashboard so you can see frame times, section costs, and entity-state distributions in real time, and make your mod (or vanilla gameplay) faster.

Version Game MelonLoader S1API

Live dashboard · Wiki / docs · Modder example · Support

Features

  • Frame time distribution + fps + GC pressure - the load-bearing, build-independent truth.
  • Section costs - time named code sections (yours, or vanilla hot paths like NPCMovement.Update).
  • State distributions - NPCs by movement/visibility, trash by physics state, quests by state, + your own.
  • Per-mod panels - each mod that reports data gets its own toggleable, movable, resizable panel (counters, state, text, buttons, toggles).
  • Log timeline - a combined, chronological view of every mod's log output, filterable per mod.
  • Ablation A/B - toggle a subsystem off and measure the real frame-time delta (causal "total cost").
  • Live web dashboard - opens straight to your local game over WebSocket; telemetry never leaves your PC.
  • Phone remote - scan a QR (dashboard or in-game panel) to drive the profiler from your phone: FPS, Start/Stop/Reset, and every mod's actions and toggles. Same Wi-Fi or across networks, end-to-end encrypted.
  • Honest - every number self-certifies; Snitch even reports its own overhead.
  • Modder API - a zero-overhead no-op when Snitch isn't installed; no hard dependency.

Requirements

Requirement Notes
MelonLoader 0.7.x (IL2CPP)
S1API ifBars-S1API_Forked
Hotline The in-game overlay framework Snitch's panel renders in (auto-installed as a dependency).

Use it

Install Hotline (pulled in as a dependency) and press F6 for its overlay; Snitch's panel is inside, with Start/Stop/Reset and live stats. Then snitch start (or the Start button on the panel). Or open the web dashboard at snitch.doodesch.de - it auto-connects and shows everything live. Console verbs: start, stop, status, frame, top, sections, states, counters, panels, act, toggle, log, vanilla on|off, ablate <lever>, levers, report. Reports go to Mods/Snitch/runs/.

For modders

Your mod's OnUpdate etc. are auto-timed with zero code (<YourMod>.OnUpdate). For more, drop in Snitch.cs (or reference Snitch.Api.dll) - a no-op when Snitch isn't installed:

using Snitch.Api;   // Profiler, Panel, StateSnapshot
Panel p = Profiler.RegisterPanel("MyMod", "My Mod");             // your own panel in the overlay + dashboard
p.Counter("Queue", () => _q.Count, "items");                     // a gauge
p.Action("Flush", () => Flush());                                // a button (replaces a debug hotkey)
p.Toggle("Verbose", () => _v, x => _v = x);                      // an on/off control
using (Profiler.Sample("MyMod.Work")) { ... }                    // hand-time a sub-section

Or just name a class SnitchProbe with a static Register() - Snitch discovers and calls it automatically. Full example: ScheduleOne-SnitchExample.

Notes

ProfilerRecorder engine counters are inert in Schedule I's IL2CPP build, so Snitch relies on frame-time + GC and self-measured section timing. Profiling is local and safe in multiplayer; state-mutating features run host-only. Everything is idle until you snitch start.

Credits

Built by DooDesch on S1API.