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quick:debug [2018/05/29 11:09] – pedro | quick:debug [2020/09/03 09:26] – pedro | ||
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# Debug Mode Quick Start Guide | # Debug Mode Quick Start Guide | ||
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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 | + | ## Watches |
- | In order to see the current values | + | While in debug mode it is possible |
- | - Be in Play Mode | + | {{ :images:debug: |
- | - 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 behavior, but if you are only interested in the value of the parameters related to a concrete | + | and for a running tree, by clicking on one of its node it is possible to inspect |
- | ![Blackboard values](images/ | + | {{ :images: |
- | ![Blackboard values](images/ | + | ### Breakpoints |
+ | 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. | ||
- | ## Breakpoints | + | In order to set a breakpoint you just need to right click in a node and select `Add Breakpoint`, |
- | 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: | + | {{ :images: |
- | - Success | + | 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: |
- | - Failed | + | |
- | - Aborted | + | |
- | - Launched | + | |
- | To add a breakpoint you just need to right click in a node and select `Add Breakpoint`: | + | {{ :images: |
- | ![Adding a breakpoint](images/ | + | Finally, for the breakpoint |
- | You can configure what events the breakpoint | + | A node with a breakpoint |
- | ![Breakpoint events](images/ | + | {{ :images: |
- | In case all events are unmarked the breakpoint will be displayed as disabled with a grey color: | + | </markdown> |
- | + | ||
- | ![Disabled breakpoint](images/DebugModeQuickStartGuide/ | + | |
- | + | ||
- | 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/ | + | |