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Update Overview of Debugging Tools for 4.3.
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@@ -35,43 +35,163 @@ Here are the descriptions of the options:
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Deploy with Remote Debug
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++++++++++++++++++++++++
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When exporting and deploying, the resulting executable will attempt to connect
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to the IP of your computer for debugging.
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When this option is enabled, using one-click deploy will make the executable
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attempt to connect to this computer's IP so the running project can be debugged.
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This option is intended to be used for remote debugging (typically with a mobile
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device).
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You don't need to enable it to use the GDScript debugger locally.
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Small Deploy with Network FS
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++++++++++++++++++++++++++++
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Small Deploy with Network Filesystem
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++++++++++++++++++++++++++++++++++++
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This option speeds up testing for games with a large footprint on remote devices.
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When **Small Deploy with Network FS** is on, instead of exporting the full game,
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deploying the game builds a minimal executable. The editor then provides files
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from the project over the network.
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When **Small Deploy with Network Filesystem** is on, instead of exporting the
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full game, deploying the game builds a minimal executable. The editor then
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provides files from the project over the network.
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Also, on Android, the game is deployed using the USB cable to speed up deployment.
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Also, on Android, the game is deployed using the USB cable to speed up
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deployment.
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Visible Collision Shapes
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++++++++++++++++++++++++
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This option makes collision shapes and raycast nodes visible in the running game.
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When this option is enabled, collision shapes and raycast nodes (for 2D and 3D)
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will be visible in the running project.
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Visible Paths
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+++++++++++++
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When this option is enabled, curve resources used by path nodes will be visible
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in the running project.
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Visible Navigation
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++++++++++++++++++
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Navigation meshes and polygons will be visible on the running game.
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When this option is enabled, navigation meshes, and polygons will be visible in
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the running project.
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Sync Scene Changes
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++++++++++++++++++
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Visible Avoidance
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+++++++++++++++++
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With this option, any change you make to a scene in the editor at runtime
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appears instantly. When used remotely on a device, this is more efficient
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with the network filesystem.
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When this option is enabled, avoidance object shapes, radiuses, and velocities
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will be visible in the running project.
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Sync Script Changes
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+++++++++++++++++++
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Debug CanvasItem Redraws
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++++++++++++++++++++++++
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Any script that is saved will be reloaded on the running game. When used
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When this option is enabled, redraw requests of 2D objects will become visible
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(as a short flash) in the running project.
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This is useful to troubleshoot low processor mode.
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Synchronize Scene Changes
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++++++++++++++++++++++++++
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When this option is enabled, any changes made to the scene in the editor will be
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replicated in the running project.
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When used remotely on a device, this is more efficient when the network
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filesystem option is enabled.
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Synchronize Script Changes
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+++++++++++++++++++++++++++
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When this option is enabled, any changes made to the script in the editor will
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be reloaded in the running project. When used
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remotely on a device, this is more efficient with the network filesystem.
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Keep Debug Server Open
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++++++++++++++++++++++
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When this option is enabled, the editor debug server will stay open and listen
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for new sessions started outside of the editor itself.
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Customize Run Instances...
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++++++++++++++++++++++++++
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This opens a dialog allowing you to tell Godot to run multiple instances of the
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game at once, and to specify the command line arguments for each instance. This
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is especially useful when building and debugging multiplayer games.
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.. image:: img/customize_run_instances.webp
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Enable Multiple Instances
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^^^^^^^^^^^^^^^^^^^^^^^^^
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When this option is enabled, the editor will run multiple instances of the
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project at once when you Run Project.
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Below this checkbox is a selector to pick how many instances to run.
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Checking the box and setting this to only 1 is the same as not checking this box
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at all.
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Main Run Args
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^^^^^^^^^^^^^
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These are the arguments that will be passed to **every** instance of the project
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when you Run Project, unless you select "Enabled" under "Override Main Run Args"
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for a specific instance.
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Note that these arguments are space-separated.
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.. tip::
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These arguments can be accessed in your script by using
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:ref:`get_cmdline_args<class_OS_method_get_cmdline_args>`.
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.. warning::
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Even if you uncheck "Enable Multiple Instances" these arguments will be
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passed when you Run Project.
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Main Feature Tags
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^^^^^^^^^^^^^^^^^
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These are the feature tags that will be passed to **every** instance of the
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project when you Run Project, unless you select "Enabled" under "Override Main
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Tags" for a specific instance.
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Override Main Run Args
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^^^^^^^^^^^^^^^^^^^^^^
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When this is enabled, the arguments in the "Main Run Args" field will **not be
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passed** to this specific instance of the project when you Run Project.
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Launch Arguments
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^^^^^^^^^^^^^^^^
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These are the arguments that will be passed to this specific instance of the
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project when you Run Project. They will be **combined with** the "Main Run Args"
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unless you select "Enabled" under "Override Main Run Args".
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Override Main Tags
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^^^^^^^^^^^^^^^^^^
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When this is enabled, the tags in the "Main Feature Tags" field will **not be
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passed** to this specific instance of the project when you Run Project.
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Feature Tags
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^^^^^^^^^^^^
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These are the feature tags that will be passed to this specific instance of the
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project when you Run Project. They will be **combined with** the "Main Feature
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Tags" unless you select "Enabled" under "Override Main Tags".
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.. warning::
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If you want to pass "User" arguments, that can be accessed with
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:ref:`get_cmdline_user_args<class_OS_method_get_cmdline_user_args>` then you
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must prefix them with two dashes **and a space** like `-- one two three`.
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Be aware that these dashes will apply to arguments added later in the
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"Launch Arguments" on a per instance basis, which can cause some confusion
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when combining the `Main Run Args` and `Launch Arguments`.
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If you place `-- one two three` in the "Main Run Args" and `-- four five
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six` in the "Launch Arguments" then the final command line arguments will be
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`one two three -- four five six`. This is because the `--` is repeated in
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the "Launch Arguments".
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.. _doc_debugger_tools_and_options:
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Script editor debug tools and options
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@@ -102,8 +222,6 @@ The **Break** button causes a break in the script like a breakpoint would.
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**Step Over** goes to the next line of code, and **Step Into** goes into
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a function if possible. Otherwise, it does the same thing as **Step Over**.
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The **Keep Debugger Open** option keeps the debugger open after a scene
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has been closed.
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The **Debug with External Editor** option lets you debug your game with an external editor.
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This option is also accessible in **Editor Settings > Debugger**.
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