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- | With this feature you can pause the execution of the game when a node for a concrete behavior tree of a specific entity reach one of the following states: | + | ### Breakpoints |
- | - Success | + | Behavior Bricks also features a simple type of breakpoint that allows to pause the execution of the scene whenever a given condition is reached in a particular node of a behavior tree in a given entity. |
- | - Failed | + | |
- | - Aborted | + | |
- | - Launched | + | |
- | To add a breakpoint you just need to right click in a node and select `Add Breakpoint`: | + | In order to set a breakpoint you just need to right click in a node and select `Add Breakpoint`, and this can be done while in edit or play mode of the Unity editor: |
- | ![Adding a breakpoint](images/ | + | {{ :images: |
- | You can configure what events the breakpoint should be triggered | + | Then, in the `Node` tab, it is possible to select the event(s) triggered |
- | ![Breakpoint events](images/ | + | {{ :images: |
- | In case all events are unmarked | + | Finally, for the breakpoint |
- | ![Disabled | + | A node with a breakpoint |
- | Remeber that a breakpoint can only be triggered when: | + | {{ :images: |
- | - You are on Play Mode | ||
- | - Behavior Bricks Editor is open | ||
- | - A valid entity is selected | ||
- | - The behavior that contains the node with the breakpoint attached is open, but you don´t need the behavior to be the active tab. | ||
- | ![Triggered breakpoint](images/ | ||