Update debug images for Godot 3.2, add information and reword some descriptions (#2792)

This commit is contained in:
Matthew Ehrenhofler
2019-10-29 07:22:03 -04:00
committed by Rémi Verschelde
parent 219b3f91f4
commit d2cd211aca
5 changed files with 76 additions and 17 deletions

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@@ -6,10 +6,12 @@ Overview of debugging tools
Introduction
------------
When developing your game, you would want to test your game and debug when problems occurred. Godot provides several debugging options and tools which aid your debugging process.
When developing your game, you want to test your game and debug when problems occurr. Godot provides several debugging options and
tools which aid your debugging process. There are the debug dropdown options, Script editor debug options, debug project settings,
and the debugger.
Debug options
-------------
Debug dropdown options
----------------------
There are a few options that you can enable when running your game in the editor which can help you in debugging your game.
These options are located in ``DEBUG`` in the main menus.
@@ -51,56 +53,113 @@ Sync Script Changes
Any script that is saved will be reloaded on the running game.
When used remotely on a device, this is more efficient with network filesystem.
Script editor debug tools and options
-------------------------------------
The script editor has its own set of debug tools for use with breakpoints, and two
options. The breakpoint tools can also be found in the "Debugger" tab of the debugger.
..image:: img/overview_script_editor.png
The ``Break`` button causes a break in the script like a breakpoint would. ``Continue``
makes the game continue after pausing at a breakpoint. ``Step Over`` goes to the next
line of code, and ``Step Into`` goes into a function if possible, otherwise it does the
same thing as ``Step Over``.
The ``Keep Debugger Open`` option keeps the debugger open after a scene has been closed.
And the ``Debug with External Editor`` option lets you debug your game with an external
editor.
Debug project settings
----------------------
In the project settings there is a "Debug" category with three sub categories which
control different things.
Settings
++++++++
These are some general settings such as printing the current FPS to the Output panel, the
maximum ammount of functions when profiling and others.
GDScript
++++++++
These settings allow you to turn specific GDScript warnings, such as an unused variable, on
or off. You can also turn off warnings completely.
Shapes
++++++
Shapes is where you can adjust the color of shapes that only appear for debugging purposes,
such as collision and navigation shapes.
Debugging tools
---------------
The ``Debugger`` is the second option in the bottom panel. Click on it and a new panel occurs.
The ``Debugger`` can be found in Godot's bottom panel. Click on it and the panel expands
to show all the debugging tools.
.. image:: img/overview_debugger.png
The ``Debugger`` provides certain tools under different tabs.
Here are some brief descriptions of the tools:
There are multiple parts of the debugger, each is for a specific task.
Debugger
++++++++
Monitor the game running process.
The debugger tab is for working with breakpoints in the script. When a script reaches a breakpoint
this panel gives you information on it.
The buttons in the top right can be used respectively to:
- Skip all defined breakpoints, without removing them (so you can toggle them on or off while testing).
- Copy the current error message.
- Step Into goes to the next line of code, and if it's a function, it step line by line through the function.
- Step Over goes to the next line of code, but does not go down into function code.
- Break pauses the game like a breakpoint would.
- Continue resumes the game after a breakpoint or pause.
Errors
++++++
Print out errors when running the game.
This is where errors and warning messages are printed while running the game.
Profiler
++++++++
Profiling the performance of the any function call in the running game.
Profiles the performance of any function call in the running game.
Network Profiler
++++++++++++++++
The Network Profiler contains a list of all the nodes that communicate over the multiplayer API
and, for each one, some counters on the amount of incoming and outgoing network interactions.
It also features a bandwidth meter that displays the total bandwidth usage at any given moment
Monitors
++++++++
Monitors the performance of the running game, such as the fps and physics collisions.
The monitors are graphs of several aspects of the game while its running such as FPS, memory usage,
how many nodes are in a scene and more. All monitors keep track of stats automatically, so even if one
monitor isn't open while the game is running, you can open it later and see how the values changed.
Video Mem
+++++++++
Listing the video memory usage of the running game.
Video Mem list the video memory usage of the running game and which resource is using it.
Misc
++++
Miscellaneous options for debug.
Remote in Scene dock
--------------------
When running your game, a bar will occur at the top of the ``Scene`` dock. You can switch to ``Remote`` and inspect or change the nodes' parameters in the running game.
When running a game in the editor two options appear at the top of the ``Scene`` dock,
``Remote`` and ``Local``. While using ``Remote`` you can inspect or change the nodes' parameters
in the running game.
.. image:: img/overview_remote.png
.. note:: Some editor settings related to debugging can be found inside the ``Editor Settings``, under Network>Debug and Debugger sections.