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quick:debug [2020/09/03 09:26] pedroquick:debug [2020/09/03 09:27] pedro
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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:
  
-{{ :images:debug:debug.png }}+![]( :images:debug:debug.png )
  
 To watch the execution flow for a particular behavior tree of a given entity in the scene, you must open the behavior tree in the Behavior Bricks editor, and select the entity to debug in the Unity´s `Hierarchy` panel. Alternatively, the entity can be selected in the `Debug` tab, by first clicking on the `Refresh List` button and then clicking on the entity name. The `Debug` tab shows a list of the entities in the scene being played which contain a `Behavior Executor` component, grouped by the behavior assigned, as shown in the Figure: To watch the execution flow for a particular behavior tree of a given entity in the scene, you must open the behavior tree in the Behavior Bricks editor, and select the entity to debug in the Unity´s `Hierarchy` panel. Alternatively, the entity can be selected in the `Debug` tab, by first clicking on the `Refresh List` button and then clicking on the entity name. The `Debug` tab shows a list of the entities in the scene being played which contain a `Behavior Executor` component, grouped by the behavior assigned, as shown in the Figure:
  
-{{ :images:debug:debug_entity.png }}+![]( :images:debug:debug_entity.png )
  
 Once the behavior and the entity have been selected, the state of each node is depicted by changing the color of its bounding box: Once the behavior and the entity have been selected, the state of each node is depicted by changing the color of its bounding box: