Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Last revisionBoth sides next revision
quick:debug [2020/09/03 09:27] pedroquick:debug [2020/09/03 09:28] pedro
Line 26: Line 26:
 - Grey when in suspended state (`Repeat` and `Priority Selector` in the Figure) - Grey when in suspended state (`Repeat` and `Priority Selector` in the Figure)
  
-{{ :images:debug:colors.png }}+![]( :images:debug:colors.png )
  
 From the `Debug` tab is also possible to pause the execution of an entity behavior by clicking on the `Pause` button next to the entity name. Keep in mind that the pause will start after it finishes its current task. Once you have pressed the pause button you can either `Resume` the behavior or `Tick` it so the behavior receives one update call and then return to pause. From the `Debug` tab is also possible to pause the execution of an entity behavior by clicking on the `Pause` button next to the entity name. Keep in mind that the pause will start after it finishes its current task. Once you have pressed the pause button you can either `Resume` the behavior or `Tick` it so the behavior receives one update call and then return to pause.
  
-{{ :images:debug:pause.png }}+![]( :images:debug:pause.png )
  
 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.
Line 38: Line 38:
 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): 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):
  
-{{ :images:debug:watch_node.png }}+![]( :images:debug:watch_node.png )
  
 and for a running tree, by clicking on one of its node it is possible to inspect the node parameters: and for a running tree, by clicking on one of its node it is possible to inspect the node parameters:
  
-{{ :images:debug:watch_blackboard.png }}+![]( :images:debug:watch_blackboard.png )
  
 ### Breakpoints ### Breakpoints
Line 50: Line 50:
 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:
  
-{{ :images:debug:breakpoint_add.png }}+![]( :images:debug:breakpoint_add.png )
  
 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: 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. 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.
Line 60: Line 60:
 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)
  
-{{ :images:debug:breakpoint_state.png }}+![]( :images:debug:breakpoint_state.png )
  
 </markdown> </markdown>