Debug Console in Studio
Darren Bennett
We need a more fully featured debug panel now that we have nested components and multipe messaging destinations. The debugger needs to be designer friendly. We need to be able to track variable values that get sent via all message routes. We need to know the order of execution of repsonses. We need error handling for any formulas which are broken as currently changing a layer name doesnt update a formula. It would be goog to be able to set breakpoints as well. This would need to run both in player and in preview.
Patricia (ProtoPie Team)
Lucian Novosel
I need this feature. BAD
Tester Tester
I can’t wait for this!
b
bud_12
A small thing that would help with debugging is having triggers and events flash up in the UI when they are triggered in the prototype. Right now you have to add something very visual in the UI just to double check that the logic is working.
Patricia (ProtoPie Team)
Merged in a post:
Debug & Error Listing
Richard OLDFIELD
As pies grow and trigger lists get longer and longer, now with the ability to nest within trigger groups.
It's sometimes not easy to spot the little yellow dot indicator where something isn't quite right.
Although these yellow dot's don't kick up errors as such, they are just ignored. It would be useful to be able to find them and fix them without scrolling through lists and opening groups.
I would like to offer up a suggestion for an error/debug panel. (Call it what you like.)
The list is accessible from the top menu bar. Errors indicated by a yellow Triangle (If no errors are found, this would be white)
Once the error list is open, each instance is grouped by scene.
Each trigger/object/response is shown with a description of what the error is.
Formula errors are shown in more detail.
The option to jump directly to the scene/group/trigger error in question by tapping the magnifying glass to the side of the error.
Please merge this post as appropriate
Patricia (ProtoPie Team)
Merged in a post:
Debugging log or output console
Kairavi Chahal
Something similar to
console.log()
in JavaScript, where you can see which components are sending messages or detecting triggers etc. This would be very useful to debug when you're sure you have the logic right, but turns out you forgot to check "Make lower layers touchable" or something similar.Marcus Paeschke
I would also like to see more debugging tools in ProtoPie. Especially with Send/Receive between components and scenes, I sometimes forget to change from “Current Scene” to “Parent” or things like that and then it just fails silently. As far as I know the only solution for me right now is to manually check everywhere. It would be great to get a debug log as a start and potentially more powerful debugging features later on.
ProtoPie
Merged in a post:
Built-in debugging to help you troubleshoot
Kairavi Chahal
For example I recently found that after copying a condition within a trigger I had forgotten to change the value. This essentially meant that I was doing 2 different things but both under the same condition (which were supposed to be different conditions). It would have been helpful and saved me about 20 minutes if there was a red highlight on the condition warning me that these two conditions might be clashing. I like how the conditions are listed on the timeline, but I usually work with timeline minimized since I don't use it much.
J
Jeff Clarke
You can do this kind of indirectly... I accomplish this by putting a text field on the canvas named DEBUG. When I want to output something to the console I populate that text field. When I no longer need debug I turn the text field off.
Kairavi Chahal
Jeff Clarke: Oooh interesting. Thanks for the tip!
Aurélien Grimaud
Jeff Clarke: I also use this workaround. Nevertheless, it would be easier to get a native output console to debug and switch between variables you want to log (like
console.log()
)