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quick:debug [2018/05/29 11:09] pedroquick:debug [2018/05/29 11:36] pedro
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 It is also possible to pause and resume all the entities that use a given behavior by pressing the corresponding `Resume all` or `Pause all` button. It is also possible to pause and resume all the entities that use a given behavior by pressing the corresponding `Resume all` or `Pause all` button.
  
-## Watching the blackboard and node parameters+## Watches and breakpoints
  
-In order to see the current values of the blackboard parameters for concrete behavior of an entity you must:+While in debug mode it is possible to inspect the value of the parameters of 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):
  
-- Be in Play Mode +{{ :images:debug:watch_node.png }}
-- Open the Behavior Bricks Editor +
-- Open the behavior that you want to debug (You can watch the assigned behavior and all the subbehaviors that it uses) +
-- Select the entity to debug in the Unity´s `Hierarchy` panel or in the `Debug` tab in the Behavior Bricks Editor (For more information read `Debug Tab` Section)+
  
-In the tab `Blackboard` you can see the current value of all blackboard parameters of the open behaviorbut if you are only interested in the value of the parameters related to a concrete node you can watch it by selecting the node while having the `Node` tab selected.+and for a running treeby clicking on one of its node it is possible to inspect the node parameters:
  
-![Blackboard values](images/DebugModeQuickStartGuide/BlackboardTab.PNG "Blackboard values"+{{ :images:debug:watch_blackboard.png }}
- +
-![Blackboard values](images/DebugModeQuickStartGuide/BlackboardNode.PNG "Blackboard values in Node Tab"+
- +
- +
-## Breakpoints+
  
 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: 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: