put 'debugger' behaviour into an actor (press the 'E' to the right of the debugger behaviour text box and choose the attribute you want it to show, it may have to be inside rules so it is triggered at varying times... I think... only used it once so far...
first you put the behavior into an actor. For example, i put my debugger behavior into my 'score display' actor. I then click the E next to the field with the words "Enter text to go to debugger."
Go through your Attributes, let's say, you want to watch the health of the badguy while your goodguy shoots at him, scroll down to 'badguys hps' or whatever you called it and select it. If you go to view, and click on 'debugger', the window will appear. When you preview the scene, then look in the debugger window, you should see the name of your actor, and the numerical amount of hps your original attribute has.
If you want to check it every 1 second to make sure it's updating properly when getting hit, or if it's healed, just add a timer, set it to every 1 second, and add the Log Debugging Statement behavior to it.
Then while previewing the app, look in the debugging window, and you'll see every 1 second the hps is updated.
Which to me isn't much use seeing as how most of my actors have 'display text' attributes on them to monitor location, hps, and other things, and seeing as how they're constrained, it displays everything in realtime.
If the debugger had a time stamp it would be more useful, all i can see is it's a 'display text' attribute that remembers the previously requested value, but without a time stamp, you don't know when it happened anyway.
soo....yea...
to me it's just a really nice version of display text.
Don't get this the wrong way , but this debugger is no different than a simple display text , Farther more , display text show you constant change in the attribute , with the debugger behavior we need to use a timer ... are you for real?! and it scrolls down so you dont see the new results coming, you need to scroll down all the time . i was hoping to see a debugger where i can choose which attribute to track in RUN TIME , and not use a behavior to activate it , i have 750 instances , im not gonna put a debugger behavior in every one of them. I NEVER complained about updates , but this update has crossed the line , a lazy debugger , keyboard input ?! , in the surveys there were far more urgent things! and memory leak again?! Does GS really have QA or is it an excuse to delay an update for another day or two? Very disappointed , i wish they just fix the 0.96 bugs and leave it as it was .
My guess is there is more coming soon since it has been a while since this update to 0.97. Just some sweets for the kindergarden
Good to hear your thoughts Roy and I kinda agree. Hope you are not to upset about it, good things take time and I am betting the real meal (salad?) will come soon. I am happy about the roadmap but it makes my expectations about each update higher. But I'd rather have it like this then being in the blind all together.
I think the keyboard input is kinda an outdated option (for me anyway) since we have Game Center. There is no need to type in a new to put next to your score is there? But I can think of good ways to use this when you make kiddy apps for example.
@pjnolen & Roy Thanks alot for the explanation I’m a bit clearer.
@pinolen But where is the view you mention(is it the preview?) & debugger window? You quote "If you go to view, and click on 'debugger', the window will appear. When you preview the scene, then look in the debugger window,"
sorry just hate myself to be the odd one that still can’t get it.
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Asymptoteell
Giacomo
It doesn’t show anything even I drag the debugger into the actor & select the attribute. Sorry i’m just too stupid enough to understand.....
Go through your Attributes, let's say, you want to watch the health of the badguy while your goodguy shoots at him, scroll down to 'badguys hps' or whatever you called it and select it. If you go to view, and click on 'debugger', the window will appear. When you preview the scene, then look in the debugger window, you should see the name of your actor, and the numerical amount of hps your original attribute has.
If you want to check it every 1 second to make sure it's updating properly when getting hit, or if it's healed, just add a timer, set it to every 1 second, and add the Log Debugging Statement behavior to it.
Then while previewing the app, look in the debugging window, and you'll see every 1 second the hps is updated.
Which to me isn't much use seeing as how most of my actors have 'display text' attributes on them to monitor location, hps, and other things, and seeing as how they're constrained, it displays everything in realtime.
If the debugger had a time stamp it would be more useful, all i can see is it's a 'display text' attribute that remembers the previously requested value, but without a time stamp, you don't know when it happened anyway.
soo....yea...
to me it's just a really nice version of display text.
Thanks for the explanation pjnolen
Cheers,
Ludwig
Lump Apps and My Assets
Farther more , display text show you constant change in the attribute , with the debugger behavior we need to use a timer ... are you for real?! and it scrolls down so you dont see the new results coming, you need to scroll down all the time .
i was hoping to see a debugger where i can choose which attribute to track in RUN TIME , and not use a behavior to activate it , i have 750 instances , im not gonna put a debugger behavior in every one of them.
I NEVER complained about updates , but this update has crossed the line , a lazy debugger , keyboard input ?! , in the surveys there were far more urgent things! and memory leak again?!
Does GS really have QA or is it an excuse to delay an update for another day or two?
Very disappointed , i wish they just fix the 0.96 bugs and leave it as it was .
Roy.
Just some sweets for the kindergarden
Good to hear your thoughts Roy and I kinda agree. Hope you are not to upset about it, good things take time and I am betting the real meal (salad?) will come soon.
I am happy about the roadmap but it makes my expectations about each update higher.
But I'd rather have it like this then being in the blind all together.
I think the keyboard input is kinda an outdated option (for me anyway) since we have Game Center. There is no need to type in a new to put next to your score is there? But I can think of good ways to use this when you make kiddy apps for example.
Cheers,
Ludwig
Lump Apps and My Assets
@pinolen But where is the view you mention(is it the preview?) & debugger window?
You quote "If you go to view, and click on 'debugger', the window will appear. When you preview the scene, then look in the debugger window,"
sorry just hate myself to be the odd one that still can’t get it.