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quick:debug [2018/05/29 12:39] pedroquick:debug [2020/09/03 09:26] pedro
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 +<markdown>
 # Debug Mode Quick Start Guide # Debug Mode Quick Start Guide
  
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 ### Breakpoints ### Breakpoints
  
-Behavior Bricks also features a simple type of breakpoint that allows to pause the execution of the scene whenever a given condition is reach in a particular node of a behavior tree in a given entity.+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.
  
 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: 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:
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 {{ :images:debug:breakpoint_add.png }} {{ :images:debug:breakpoint_add.png }}
  
-Then, it is possible to select the state(s) of the node when the breakpoint will have effect:+Then, in the `Node` tab, it is possible to select the event(s) triggered by the node that will make the breakpoint to have effect:
  
 {{ :images:debug:breakpoint.png }} {{ :images:debug:breakpoint.png }}
  
 +Finally, for the breakpoint to have effect, the scene has to be played, an entity containing the tree with the breakpoint has to be selected in the `Debug` tab, and the behavior tree has to be opened in the Behavior Bricks editor (it is not required it to be in the active tab of the editor). When the breakpoint is reached, the execution of the scene will be paused.
  
-![Adding a breakpoint](images/DebugModeQuickStartGuide/AddBreakpoint.PNG "Adding a breakpoint")+A node with a breakpoint may be in three possible states: inactive with some event selected (left), inactive with none event selected (middle), active (right)
  
-You can configure what events the breakpoint should be triggered in the `Node` tab by marking the desired events.+{{ :images:debug:breakpoint_state.png }}
  
-![Breakpoint events](images/DebugModeQuickStartGuide/BreakpointConfig.PNG "Breakpoint events"+</markdown>
- +
-In case all events are unmarked the breakpoint will be displayed as disabled with a grey color: +
- +
-![Disabled breakpoint](images/DebugModeQuickStartGuide/DisabledBreakpoint.PNG "Disabled breakpoint"+
- +
-Remeber that a breakpoint can only be triggered when: +
- +
-- 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/DebugModeQuickStartGuide/TriggeredBreakpoint.PNG "Triggered breakpoint")+