npm package discovery and stats viewer.

Discover Tips

  • General search

    [free text search, go nuts!]

  • Package details

    pkg:[package-name]

  • User packages

    @[username]

Sponsor

Optimize Toolset

I’ve always been into building performant and accessible sites, but lately I’ve been taking it extremely seriously. So much so that I’ve been building a tool to help me optimize and monitor the sites that I build to make sure that I’m making an attempt to offer the best experience to those who visit them. If you’re into performant, accessible and SEO friendly sites, you might like it too! You can check it out at Optimize Toolset.

About

Hi, 👋, I’m Ryan Hefner  and I built this site for me, and you! The goal of this site was to provide an easy way for me to check the stats on my npm packages, both for prioritizing issues and updates, and to give me a little kick in the pants to keep up on stuff.

As I was building it, I realized that I was actually using the tool to build the tool, and figured I might as well put this out there and hopefully others will find it to be a fast and useful way to search and browse npm packages as I have.

If you’re interested in other things I’m working on, follow me on Twitter or check out the open source projects I’ve been publishing on GitHub.

I am also working on a Twitter bot for this site to tweet the most popular, newest, random packages from npm. Please follow that account now and it will start sending out packages soon–ish.

Open Software & Tools

This site wouldn’t be possible without the immense generosity and tireless efforts from the people who make contributions to the world and share their work via open source initiatives. Thank you 🙏

© 2026 – Pkg Stats / Ryan Hefner

@uptimizr/godot

v0.2.4

Published

Godot 4 (Web export) connector for Uptimizr — JS-only pointer/perf capture plus a bridged camera-pose / world-space tier via a thin engine-side shim.

Readme

@uptimizr/godot

The Godot (Web export) connector for Uptimizr (ADR 0045). Godot 4 compiles to WebAssembly and renders into a <canvas>, so there is no live JS scene to read — this connector is built on @uptimizr/web-export and works in two tiers:

| Tier | Engine code? | Captures | | ----------- | ----------------------------------------------- | --------------------------------------------------------------- | | JS-only | none | pointer move/click heatmaps, FPS / long frames, JS errors | | Bridged | a thin copy-in shim (see bridge/) | camera pose → view-direction heatmap, world-space picks, replay |

Godot's native world frame is right-handed, y-up, meters, so the connector negates Z to reach the canonical wire frame (left-handed, y-up — ADR 0018). The engine-side shim does no coordinate math.

Verification status

| Tier | Status | How it is verified | | ----------- | ------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | JS-only | Stable | Unit tests plus the web-export Playwright round trip (examples/playground/e2e/web-export.spec.ts). | | Bridged | Verified | An automated headless Godot 4.7.2 Web export of the reference sample project, driven by Playwright in CI (godot-export-e2e job → examples/playground/e2e/godot-export.spec.ts). It boots the real WASM export with the shipped UptimizrGodot.gd autoload and asserts camera_sample (Z negated), mesh_interaction (raycast pick named Crate), frame_perf, and the scene proxy reach the collector. |

The reference integration is examples/godot-web-export — a minimal Godot 4 project with the autoload registered, named pickable StaticBody3D props, and a nothreads Web preset (pnpm godot:fetch && pnpm godot:export && pnpm test:e2e:godot reproduces the CI proof locally). The sample's copy of the shim is checked byte-for-byte against bridge/UptimizrGodot.gd, so the test always exercises the asset you ship.

Install

npm install @uptimizr/godot

The engine-side bridge is a copy-in asset (a JavaScriptBridge autoload), not an npm dependency — see bridge/.

Usage

import { trackGodot } from "@uptimizr/godot";

const { client, bridge } = trackGodot({
  projectId: "your-project",
  endpoint: "https://collect.example.com",
  canvas: () => document.querySelector("#godot-canvas"),
});

// ... later, on teardown
await client.stop("manual");

trackGodot creates the client, registers the JS-only tier collector, exposes the engine bridge (default window.__uptimizr_godot__), and starts the session with Godot's connector provenance. The JS-only tier captures immediately; wire the engine-side shim to bridge to add camera pose, picks, and replay.

Advanced: wire it up yourself

import { UptimizrClient } from "@uptimizr/sdk-core";
import { godotCollector, GODOT_FRAME } from "@uptimizr/godot";

const client = new UptimizrClient({ projectId: "your-project", endpoint: "..." });
client.use(godotCollector({ canvas: () => document.querySelector("#godot-canvas") }));
client.start();

Engine-side bridge

The bridged tier needs a thin copy-in shim that pushes world-space pose / picks / FPS across Godot's JavaScriptBridge. The package ships ready-to-use autoloads in both languages — bridge/UptimizrGodot.gd (GDScript) and bridge/UptimizrGodot.cs (C#). Copy one into your Godot 4 project and register it as an Autoload named UptimizrGodot (Project → Project Settings → Globals → Autoload). It guards on OS.has_feature("web"), so it is a no-op outside the Web export. Full setup, options, and the bridge contract are in bridge/README.md.

Privacy

No client-side persistent IDs and no PII by default (ADR 0003). client.stop() tears down every listener, timer, and animation-frame callback.

License

Apache-2.0.