脚本/功能 【更新】Debugging Essentials 1.18

Unity插件信息
插件名称: Debugging Essentials
插件官网: https://assetstore.unity.com/packages/tools/utilities/debugging-essentials-170773
版本: 1.18
解压密码:
素材类型: 脚本/功能


























* Compatible with Unity 2017.x , 2018.x, 2019.x and 2020.x.
* Works with >.Net 2.0, Mono, IL2CPP and ECS DOTS (Optional).
* Works with Native Rendering, URP and HDRP.
* Supports all platforms (PC, Mac, Linux, Android, IOS, WebGL, etc).
* Can be used in Editor and Build.
* Source code included.

As lead programmer of our game D.R.O.N.E., with only 6 devs, I'm responsible for most core-coding including the network-code which I created from scratch. Our game is an arena shooter/builder multiplayer and we release it step by step through Steam Early Access. We are using our own Peer2Peer network architecture with instant host-migration in conjunction with Steam's free relay networking.

I had a tough time dealing with our community's reported bugs and issues where standard build-in tools weren't enough.

Debugging Essentials contains 5 crucial tools which will save you tons of time needed for coding while avoiding debugging headaches, making developing a lot more enjoyable!

How often did it happen to you? You're in play mode or in your build and you run into this particular issue/bug. What's happening?? Ah I need to look at the state of these variables...Eh not possible without a restart => debug or attach => recompile => play or rebuild => reproduce => etc...There goes your time...

E.g. I was dealing with some very tricky networking/host migration bugs and was losing a lot of time making new offline test builds. Until I had enough...What if you could just easily navigate/search and deep inspect any little non-exposed variable at any moment in time?

This saved me tons of my time while making debugging a lot more enjoyable:
Runtime Hierarchy Window
* NOTHING is hidden and EVERYTHING is selectable at any moment in real-time.
* Search/navigate through all your Scenes.
* Search/navigate all Assemblies with their classes and real-time static values sorted in categories.
* Make/search and compare memory snapshots which get sorted by type and category.
* Multiple search conditions on name/type with intuitive search display modes.
* Disable/Enable/Delete/Duplicate any GameObject and Enable/Disable any component to e.g. test performance in a build.
* ScrollView culling, can handle thousands of objects.

Runtime Deep Inspector
* NOTHING is hidden and EVERYTHING is inspectable at any moment in real-time.
* Inspect ALL members (fields/properties/methods) on any Assembly- and Memory Object/GameObject/Component/Class/Struct, etc
* Deep Inspect ECS (DOTS).
* Deep Inspect inside Arrays, Lists, Queues, Dictionaries, HashSets, etc.
* Deep Inspect into unlimited levels.
* Filter based on Fields, Properties, Methods, Inherited, Declared, Static, Instance, Public, Private and Protected.
* Change primitive values.
* Execute methods with primitive arguments.
* Multiple search conditions on name/type with intuitive search display modes.
* Deep search into multiple levels.
* ScrollView culling, can handle thousands of members.

Runtime Camera Navigation
* Override your camera at any moment to navigate through your game view with the same controls as in the Editor Scene View.
* GameObject selection and focus for Deep Inspection.
* Follow moving GameObjects while still being able to navigate around.
* Time Scale adjustment to slow-mo or pause your game for Deep Inspection. While the camera keeps working the same. We used this feature to take our D.R.O.N.E. Steam Store Page screenshots.

Want to easily adjust/execute anything at runtime with your own created console commands? Want to see Unity's or your own logs at runtime? I'm using the Runtime Console all the time for testing/debugging in conjunction with the Runtime Hierarchy and Deep Inspector.

Runtime Console
* Easily create your own Console commands for methods, properties, fields and delegates by only attaching a simple attribute.
* Console command parameters and default parameters.
* Static and instance Console commands.
* Admin and non-admin Console commands.
* Remote network Console commands.
* Console command suggestion, auto-completion and displays values on fields and properties.
* Shows Unity logs in inside the Console in Editor/Build.
* Filter the Console based on Commands/Logs/Warnings/Errors and Exceptions.
* Show/Hide the stack inside the Console.
* Search for any logs inside the Console with certain text.
* Supports logging on other threads.
* Quick link console buttons to Editor/Build logs.
* Console scrollView culling, can handle millions of logs without affecting performance.

Can you read the player build Log files to find issues? With my HTML Log files you don't want to look at them again...See second screenshot for the difference.

HTML Debug Logs
* Log files can be can opened in any browser.
* Logs display inside a frame and time header so you can see when something happened.
* An actual layout on the logs instead of a bulk list.
* Log colors make them easy to spot while scrolling through.
* Stacks lines are nicely sorted.
* Supports logging from other threads.
* Multi-threaded, writes the log file from another thread.

Another issue solved => Player: "I had an issue with the game last night" => Me: "Can you send me your log file?" => Player: "Here it is" => Me: "It's from today, it got overwritten...".
* Logs are saved by version and date, while normally build logs get overwritten with restarting the game.
* Logs can automatically be deleted after x days.


* 与Unity 2017.x , 2018.x, 2019.x和2020.x兼容。
* 与>.Net 2.0、Mono、IL2CPP和ECS DOTS(可选)一起工作。
* 与本地渲染、URP和HDRP一起工作。
* 支持所有平台(PC、Mac、Linux、Android、IOS、WebGL等)。
* 可以在编辑器和构建中使用。
* 包括源代码。

作为我们的游戏《D.R.O.N.E.》的首席程序员,只有6名开发人员,我负责大部分核心代码,包括我从头创建的网络代码。我们的游戏是一个竞技场射击游戏/建造者多人游戏,我们通过Steam Early Access一步步发布它。我们使用我们自己的Peer2Peer网络架构,结合Steam的免费中继网络进行即时主机迁移。

在处理我们社区报告的错误和问题时,我遇到了困难,因为标准的内置工具还不够用。

Debugging Essentials包含5个关键工具,它们将为你节省大量编码所需的时间,同时避免调试时的头痛,使开发变得更加愉快!

这种情况经常发生在你身上吗?你在游戏模式或构建中,遇到了这个特殊的问题/bug。发生了什么?啊,我需要看看这些变量的状态......Eh不可能不重新启动=>调试或附加=>重新编译=>游戏或重建=>重现=>等等......你的时间就在这里......

例如,我正在处理一些非常棘手的网络/主机迁移错误,并且在制作新的离线测试版本时损失了很多时间。直到我受够了......如果你可以在任何时候轻松地浏览/搜索和深入检查任何小的非暴露的变量,会怎么样?

这为我节省了大量的时间,同时使调试工作变得更加愉快:
运行时层次结构窗口
* 没有任何东西是隐藏的,所有的东西都可以在任何时候实时选择。
* 搜索/浏览你的所有场景。
* 搜索/浏览所有的装配体,并对其类和实时静态值进行分类。
* 制作/搜索和比较内存快照,并按类型和类别进行分类。
* 通过直观的搜索显示模式,对名称/类型进行多种搜索条件。
* 禁用/启用/删除/复制任何GameObject和启用/禁用任何组件,例如,在构建中测试性能。
* ScrollView删减,可以处理成千上万的对象。

运行时深度检查器
* 没有任何东西是隐藏的,所有的东西都可以在任何时候实时检查。
* 检查任何汇编和内存对象/游戏对象/组件/Class/Struct等的所有成员(字段/属性/方法)。
* 深度检查ECS(DOTS)。
* 深入检查数组、列表、队列、字典、哈希集等内部。
* 深度检查到无限的层次。
* 基于字段、属性、方法、继承的、声明的、静态的、实例的、公共的、私有的和保护的过滤。
* 改变原始值。
* 执行带有原始参数的方法。
* 在名称/类型上有多种搜索条件,并有直观的搜索显示模式。
* 深度搜索到多个层次。
* ScrollView删减,可以处理成千上万的成员。





作者 cg小白兔 发表于 2023-7-7 10:45:03
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