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@@ -10,17 +10,34 @@ This gem enables connection to the Editor to other remote tools. Currently the g
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## Workflows
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## Workflows
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-| Workflow | Steps | What to look for |
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-|---------------------------------------------------------------------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|--------------------------------------------------------------------------------------------|
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-| LuaIDE launched from Editor tools menu and connected to running Editor | 1. Remote Tools Connection gem is added and project built<br>2. Launch the Editor<br>3. Create or open an existing level<br>4. Launch the LuaIDE from the tools menu (Tools > Lua Editor)<br>5. Connect LuaIDE to Editor (Target > Editor) | LuaIDE connects to the running Editor instance |
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-| LuaIDE launched standalone and connects to launched Editor | 1. Remote Tools Connection gem is added and project built<br>2. Launch the Editor<br>3. Create or open an existing level<br>4. In the file explorer, navigate to and launch LuaIDE.exe from the project build directory (not the Engine)<br>5. Connect LuaIDE to Editor (Target > Editor) | LuaIDE connects to the running Editor instance |
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-| LuaIDE launched from Lua script component and connects to Launched Editor | 1. Remote Tools Connection gem is added and project built<br>2. Launch the Editor<br>3. Create or open an existing level<br>4. Create a new Entity<br>5. Attach a lua script component to the created Entity<br>6. Click the open LuaIDE button on the script component<br>7. Connect LuaIDE to Editor (Target > Editor) | LuaIDE connects to the running Editor instance |
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-| LuaIDE launched standalone with no Editor running | 1. Remote Tools Connection gem is added and project built<br>2. In file explorer, navigate to and launch LuaIDE.exe | No errors occur when the LuaIDE is launched on its own with no Editor to connect to |
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-| Lua Debugging (step through, breakpoints) | 1. Remote Tools Connection gem is added and project built<br>2. Launch the Editor<br>3. Create or open an existing level<br>4. Create a new Entity<br>5. Attach a lua script component to the created Entity<br>6. Create a new Lua Script (something basic with Debug.Log()s works fine)<br>7. Assign the saved lua script<br>8. Open the assigned lua script in the LuaIDE (if not already open)<br>9. Put a breakpoint on one of the Debug.Log lines<br>10. Enter game mode | Logs show the script stopped at the assigned breakpoint |
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-| Classes References Populate | 1. Remote Tools Connection gem is added and project built<br>2. Launch the Editor<br>3. Create or open an existing level<br>4. Open the LuaIDE<br>5. Connect LuaIDE to Editor (Target > Editor)<br>6. Click on the Editor Window after to allow Debugging to attach<br>7. Return to the Lua Editor | The class references list populates with available classes, ebuses, etc. |
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-| Editor performance when Lua Editor is Launched | 1. Remote Tools Connection gem is added and project built<br>2. Launch the Editor<br>3. Create or open an existing level<br>4. Observe performance in Editor<br>5. Open the LuaIDE<br>6. Observe performance in Editor | There should be no notable change in Editor performance with the LuaIDE open and connected |
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-| Launcher connection | 1. Remote Tools Connection gem is added and project built<br>2. Launch a project's Game Launcher<br>3. Launch the LuaIDE and select the game launcher as Target | The LuaIDE successfully connects to the game launcher |
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-| LuaIDE (Tools Menu) - No Connection Gem | 1. Remote Tools Connection gem is disabled and project built<br>2. Launch the Editor<br>3. Create or open an existing level<br>4. Launch the LuaIDE from the tools menu (Tools > Lua Editor) | The LuaIDE and Editor remain stable |
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-| LuaIDE (Script Component) - No Connection Gem | 1. Remote Tools Connection gem is disabled and project built<br>2. Launch the Editor<br>3. Create or open an existing level<br>4. Create a new Entity<br>5. Attach a lua script component to the created Entity<br>6. Click the open LuaIDE button on the script component | The LuaIDE and Editor remain stable |
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-| Script Canvas - No Connection Gem | 1. Remote Tools Connection gem is disabled and project built<br>2. Launch the Editor<br>3. Create or open an existing level<br>4. Launch Script Canvas from the Tools Menu | The Script Canvas tool launches and the Editor remains stable |
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-| Script Canvas - With Connection Gem | 1. Remote Tools Connection gem is disabled and project built<br>2. Launch the Editor<br>3. Create or open an existing level<br>4. Launch Script Canvas from the Tools Menu | The Script Canvas tool launches and the Editor remains stable |
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+### Area: Remote Tools Connection Gem ENABLED
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+**Project Requirements**
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+* Remote Tools Connection gem is added and project built.
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+| Workflow | Steps | What to look for |
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+|---------------------------------------------------------------------------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|-------------------------------------------------------------------------------------------------------------|
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+| LuaIDE launched from Editor tools menu and connected to running Editor | <ol><li>Launch the Editor.</li><li>Create or open an existing level.</li><li>Launch the LuaIDE from the tools menu via **Tools → Lua Editor**.</li><li>Connect LuaIDE to Editor via </li></ol> | LuaIDE connects to the running Editor instance |
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+| LuaIDE launched standalone and connects to launched Editor | <ol><li>Launch the Editor.</li><li>Create or open an existing level</li><li>In the OS file explorer, navigate to and launch `LuaIDE.exe` from the project build directory (not the Engine).</li><li>Connect LuaIDE to Editor **Target → Editor**.</li></ol> | LuaIDE connects to the running Editor instance |
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+| LuaIDE launched from Lua script component and connects to Launched Editor | <ol><li>Launch the Editor.</li><li>Create or open an existing level.</li><li>Create a new Entity.</li><li>Attach a lua script component to the created Entity.</li><li>Click the open LuaIDE button on the script component.</li><li>Connect LuaIDE to Editor **Target → Editor**.</li></ol> | LuaIDE connects to the running Editor instance |
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+| LuaIDE launched standalone with no Editor running | <ol><li>In file explorer, navigate to and launch `LuaIDE.exe`.</li></ol> | No errors occur when the LuaIDE is launched on its own with no Editor to connect to |
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+| Lua Debugging (step through, breakpoints) | <ol><li>Launch the Editor.</li><li>Create or open an existing level.</li><li>Create a new Entity.</li><li>Attach a lua script component to the created Entity.</li><li>Create a new Lua Script (something basic with `Debug.Log()` works fine)</li><li>Assign the saved lua script.</li><li>Open the assigned lua script in the LuaIDE (if not already open).</li><li>Put a breakpoint on one of the `Debug.Log` lines</li><li>Enter game mode.</li></ol> | Logs show the script stopped at the assigned breakpoint |
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+| Classes References Populate | <ol><li>Launch the Editor.</li><li>Create or open an existing level.</li><li>Open the LuaIDE.</li><li>Connect LuaIDE to Editor via **Target → Editor**.</li><li>Click on the Editor Window after to allow Debugging to attach.</li><li>Return to the Lua Editor </li></ol> | The class references list populates with available classes, ebuses, etc. |
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+| Editor performance when Lua Editor is Launched | <ol><li>Launch the Editor.</li><li>Create or open an existing level.</li><li>Open the LuaIDE.</li></ol> | There should be no notable change in Editor performance with the LuaIDE open and connected or Disconnected. |
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+| Launcher connection | <ol><li>Launch a project's Game Launcher.</li><li>Launch the LuaIDE and select the game launcher as Target.</li></ol> | The LuaIDE successfully connects to the game launcher |
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+
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+### Area: Remote Tools Connection Gem DISABLED
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+
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+**Project Requirements**
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+
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+* Remote Tools Connection gem is DISABLED and project built
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+| Workflow | Steps | What to look for |
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+|---------------------------------------------------------------------------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|----------------------------------------------------------------|
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+| LuaIDE (Tools Menu) - No Connection Gem | <ol><li>Launch the Editor.</li><li>Create or open an existing level.</li><li>Launch the LuaIDE from the tools menu via **Tools → Lua Editor**.</li></ol> | The LuaIDE and Editor remain stable. |
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+| LuaIDE (Script Component) - No Connection Gem | <ol><li>Launch the Editor.</li><li>Create or open an existing level.</li><li>Create a new Entity</li><li>Attach a lua script component to the created Entity.</li><li>Click the open LuaIDE button on the script component</li></ol> | The LuaIDE and Editor remain stable. |
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+| Script Canvas - No Connection Gem | <ol><li>Launch the Editor.</li><li>Create or open an existing level.</li><li>Launch Script Canvas from the Tools Menu.</li></ol> | The Script Canvas tool launches and the Editor remains stable. |
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+| Script Canvas - With Connection Gem | <ol><li>Launch the Editor.</li><li>Create or open an existing level.</li><li>Launch Script Canvas from the Tools Menu.</li></ol> | The Script Canvas tool launches and the Editor remains stable. |
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