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@@ -14,6 +14,12 @@ in the running game.
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Finally, you have options to debug the game running on a remote device
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and to reload changes to your scenes or your code while the game is running.
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+Debugger Panel
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+--------------
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+
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+Many of Godot's debugging tools are part of the Debugger panel, which you can
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+find information about in :ref:`doc_debugger_panel`.
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+
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Debug menu options
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------------------
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@@ -109,103 +115,6 @@ Shapes
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Shapes are where you can adjust the color of shapes that only appear for
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debugging purposes, such as collision and navigation shapes.
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-Debugging tools
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----------------
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-
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-You can find the debugger in the bottom panel. Click on **Debugger** to open it.
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-
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-.. image:: img/overview_debugger.png
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-
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-The debugger is split into several tabs, each focusing on a specific task.
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-
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-Debugger
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-++++++++
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-
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-The debugger tab opens automatically when the GDScript compiler reaches
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-a breakpoint in your code.
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-
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-It gives you a `stack trace <https://en.wikipedia.org/wiki/Stack_trace>`__,
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-information about the state of the object, and buttons to control
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-the program's execution.
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-
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-You can use the buttons in the top-right to:
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-
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-- Skip all breakpoints. That way, you can save breakpoints for future
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- debugging sessions.
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-- Copy the current error message.
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-- **Step Into** the code. This button takes you to the next line of code,
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- and if it's a function, it steps line-by-line through the function.
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-- **Step Over** the code. This button goes to the next line of code,
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- but it doesn't step line-by-line through functions.
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-- **Break**. This button pauses the game's execution.
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-- **Continue**. This button resumes the game after a breakpoint or pause.
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-
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-Errors
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-++++++
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-
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-This is where errors and warning messages are printed while running the game.
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-
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-Profiler
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-++++++++
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-
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-The debugger comes with three profilers for your processor, network operations,
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-and video memory.
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-
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-The profiler is used to show why individual frames take as long as they do
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-to process and render.
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-
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-Unlike other debugging tools, the profiler does not start automatically. It can
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-be started at any time during gameplay by pressing the start button. You can
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-even start the profiler before opening the game to profile startup performance.
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-It can also be started and stopped while the game is running without losing
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-information from when it was last running. The information it records won't
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-go away unless you click clear, or close the game, reopen it and start
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-the profiler again.
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-
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-After starting and stopping the profiler you should see things being kept track
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-of on the left and a graph on the right. The items listed on the left are
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-everything that contributes to frame time, and they should each have a value
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-for time and calls for the current frame you are looking at.
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-
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-The frame number in the top right tells you which frame you are currently
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-looking at. You can change this by using the up or down arrows, typing in the
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-frame number, or clicking on the graph.
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-
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-If you want to add something to your graph, or think it looks too cluttered,
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-you can check and uncheck the box next to an item to add or remove it
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-from the graph.
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-
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-Network Profiler
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-++++++++++++++++
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-
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-The Network Profiler contains a list of all the nodes that communicate over the
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-multiplayer API and, for each one, some counters on the amount of incoming and
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-outgoing network interactions. It also features a bandwidth meter that displays
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-the total bandwidth usage at any given moment.
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-
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-Monitors
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-++++++++
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-
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-The monitors are graphs of several aspects of the game while its running such as
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-FPS, memory usage, how many nodes are in a scene and more. All monitors keep
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-track of stats automatically, so even if one monitor isn't open while the game
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-is running, you can open it later and see how the values changed.
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-
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-Video Memory
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-++++++++++++
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-
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-The **Video Mem** tab lists the video memory usage of the running game
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-and the resources using it.
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-
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-Misc
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-++++
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-
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-The **Misc** tab contains tools to identify the control nodes you are clicking
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-at runtime:
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-
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-- **Clicked Control** tells you where the clicked node is in the scene tree.
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-- **Clicked Control Type** tells you the type of the node you clicked is.
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-
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Remote in scene dock
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--------------------
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