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quick:debug [2018/05/29 12:49] – pedro | quick:debug [2023/11/16 13:29] (current) – external edit 127.0.0.1 | ||
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# Debug Mode Quick Start Guide | # Debug Mode Quick Start Guide | ||
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The Behavior Bricks editor enters debug mode automatically when playing a scene in the Unity editor, substituting the `Behavior` tab of the Behavior Bricks editor with the `Debug` tab, as shown in the Figure: | The Behavior Bricks editor enters debug mode automatically when playing a scene in the Unity editor, substituting the `Behavior` tab of the Behavior Bricks editor with the `Debug` tab, as shown in the Figure: | ||
- | {{ : | + |  | - Grey when in suspended state (`Repeat` and `Priority Selector` in the Figure) | ||
- | {{ : | + | : | While in debug mode it is possible to inspect the value of the parameters of a running tree or the parameters of a particular node in a running tree. The `Blackboard` tab shows the parameters of the selected tree in a given entity (previously selected in the `Debug` tab): | ||
- | {{ : | + |  triggered by the node that will make the breakpoint to 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: | ||
- | {{ : | + | . When the breakpoint is reached, the execution of the scene will be paused. | 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. | ||
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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) | 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) | ||
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