Update debug images for Godot 3.2, add information and reword some descriptions (#2792)
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tutorials/debug/img/overview_script_editor.png
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@@ -6,10 +6,12 @@ Overview of debugging tools
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Introduction
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------------
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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.
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When developing your game, you want to test your game and debug when problems occurr. Godot provides several debugging options and
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tools which aid your debugging process. There are the debug dropdown options, Script editor debug options, debug project settings,
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and the debugger.
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Debug options
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-------------
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Debug dropdown options
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----------------------
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There are a few options that you can enable when running your game in the editor which can help you in debugging your game.
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These options are located in ``DEBUG`` in the main menus.
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@@ -51,56 +53,113 @@ Sync Script Changes
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Any script that is saved will be reloaded on the running game.
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When used remotely on a device, this is more efficient with network filesystem.
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Script editor debug tools and options
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-------------------------------------
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The script editor has its own set of debug tools for use with breakpoints, and two
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options. The breakpoint tools can also be found in the "Debugger" tab of the debugger.
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..image:: img/overview_script_editor.png
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The ``Break`` button causes a break in the script like a breakpoint would. ``Continue``
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makes the game continue after pausing at a breakpoint. ``Step Over`` goes to the next
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line of code, and ``Step Into`` goes into a function if possible, otherwise it does the
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same thing as ``Step Over``.
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The ``Keep Debugger Open`` option keeps the debugger open after a scene has been closed.
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And the ``Debug with External Editor`` option lets you debug your game with an external
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editor.
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Debug project settings
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----------------------
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In the project settings there is a "Debug" category with three sub categories which
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control different things.
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Settings
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++++++++
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These are some general settings such as printing the current FPS to the Output panel, the
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maximum ammount of functions when profiling and others.
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GDScript
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++++++++
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These settings allow you to turn specific GDScript warnings, such as an unused variable, on
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or off. You can also turn off warnings completely.
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Shapes
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++++++
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Shapes is where you can adjust the color of shapes that only appear for debugging purposes,
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such as collision and navigation shapes.
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Debugging tools
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---------------
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The ``Debugger`` is the second option in the bottom panel. Click on it and a new panel occurs.
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The ``Debugger`` can be found in Godot's bottom panel. Click on it and the panel expands
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to show all the debugging tools.
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.. image:: img/overview_debugger.png
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The ``Debugger`` provides certain tools under different tabs.
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Here are some brief descriptions of the tools:
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There are multiple parts of the debugger, each is for a specific task.
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Debugger
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++++++++
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Monitor the game running process.
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The debugger tab is for working with breakpoints in the script. When a script reaches a breakpoint
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this panel gives you information on it.
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The buttons in the top right can be used respectively to:
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- Skip all defined breakpoints, without removing them (so you can toggle them on or off while testing).
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- Copy the current error message.
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- Step Into goes to the next line of code, and if it's a function, it step line by line through the function.
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- Step Over goes to the next line of code, but does not go down into function code.
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- Break pauses the game like a breakpoint would.
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- Continue resumes the game after a breakpoint or pause.
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Errors
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++++++
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Print out errors when running the game.
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This is where errors and warning messages are printed while running the game.
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Profiler
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++++++++
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Profiling the performance of the any function call in the running game.
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Profiles the performance of any function call in the running game.
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Network Profiler
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++++++++++++++++
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The Network Profiler contains a list of all the nodes that communicate over the multiplayer API
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and, for each one, some counters on the amount of incoming and outgoing network interactions.
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It also features a bandwidth meter that displays the total bandwidth usage at any given moment
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Monitors
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++++++++
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Monitors the performance of the running game, such as the fps and physics collisions.
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The monitors are graphs of several aspects of the game while its running such as FPS, memory usage,
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how many nodes are in a scene and more. All monitors keep track of stats automatically, so even if one
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monitor isn't open while the game is running, you can open it later and see how the values changed.
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Video Mem
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+++++++++
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Listing the video memory usage of the running game.
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Video Mem list the video memory usage of the running game and which resource is using it.
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Misc
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++++
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Miscellaneous options for debug.
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Remote in Scene dock
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--------------------
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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.
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When running a game in the editor two options appear at the top of the ``Scene`` dock,
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``Remote`` and ``Local``. While using ``Remote`` you can inspect or change the nodes' parameters
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in the running game.
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.. image:: img/overview_remote.png
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.. note:: Some editor settings related to debugging can be found inside the ``Editor Settings``, under Network>Debug and Debugger sections.
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