107 lines
2.8 KiB
ReStructuredText
107 lines
2.8 KiB
ReStructuredText
.. _doc_overview_of_debugging_tools:
|
|
|
|
Overview of debugging tools
|
|
===========================
|
|
|
|
Introduction
|
|
------------
|
|
|
|
When developing your game, you would want to test your game and debug when problems occurred. Godot provides several debugging options and tools which aid your debugging process.
|
|
|
|
Debug options
|
|
-------------
|
|
|
|
There are a few options that you can enable when running your game in the editor which can help you in debugging your game.
|
|
These options are located in ``DEBUG`` in the main menus.
|
|
|
|
.. image:: img/overview_debug.png
|
|
|
|
Here are the descriptions of the options:
|
|
|
|
Deploy with Remote Debug
|
|
++++++++++++++++++++++++
|
|
|
|
When exporting and deploying, the resulting executable will attempt to connect to the IP of your computer, in order to be debugged.
|
|
|
|
Small Deploy with Network FS
|
|
++++++++++++++++++++++++++++
|
|
|
|
Export or deploy will produce minimal executable. The filesystem will be provided from the project by the editor over the network.
|
|
On Android, deploy will use the USB cable for faster performance. This option speeds up testing for games with a large footprint.
|
|
|
|
Visible Collision Shapes
|
|
++++++++++++++++++++++++
|
|
|
|
Collision shapes and raycast nodes(for 2D and 3D) will be visible on the running game.
|
|
|
|
Visible Navigation
|
|
++++++++++++++++++
|
|
|
|
Navigation meshes and polygons will be visible on the running game.
|
|
|
|
Sync Scene Changes
|
|
++++++++++++++++++
|
|
|
|
Any changes made to the scene in the editor will be replicated in the running game.
|
|
When used remotely on a device, this is more efficient with network filesystem.
|
|
|
|
Sync Script Changes
|
|
+++++++++++++++++++
|
|
|
|
Any script that is saved will be reloaded on the running game.
|
|
When used remotely on a device, this is more efficient with network filesystem.
|
|
|
|
Debugging tools
|
|
---------------
|
|
|
|
The ``Debugger`` is the second option in the bottom panel. Click on it and a new panel occurs.
|
|
|
|
.. image:: img/overview_debugger.png
|
|
|
|
The ``Debugger`` provides certain tools under different tabs.
|
|
|
|
Here are some brief descriptions of the tools:
|
|
|
|
Debugger
|
|
++++++++
|
|
|
|
Monitor the game running process.
|
|
|
|
Errors
|
|
++++++
|
|
|
|
Print out errors when running the game.
|
|
|
|
Profiler
|
|
++++++++
|
|
|
|
Profiling the performance of the any function call in the running game.
|
|
|
|
Monitors
|
|
++++++++
|
|
|
|
Monitors the performance of the running game, such as the fps and physics collisions.
|
|
|
|
Video Mem
|
|
+++++++++
|
|
|
|
Listing the video memory usage of the running game.
|
|
|
|
Misc
|
|
++++
|
|
|
|
Miscellaneous options for debug.
|
|
|
|
|
|
Remote in Scene dock
|
|
--------------------
|
|
|
|
When running your game, a bar will occur at the top of the ``Scene`` dock. You can switch to ``Remote`` and inspect or change the nodes' parameters in the running game.
|
|
|
|
.. image:: img/overview_remote.png
|
|
|
|
.. note:: Some editor settings related to debugging can be find in the ``Editor Settings``, under Network>Debug and Debugger sections.
|
|
|
|
|
|
|