Transform Changes Debugger
Chris Handzlik
$19.99
Date |
Price |
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日期和时间 |
价钱($) |
11/16(2021) |
19.99 |
11/16(2021) |
9.99 |
10/19(2022) |
19.99 |
11/09(2022) |
10.0 |
11/14(2022) |
19.99 |
11/19(2024) |
19.99 |
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Tool allows you to view all Transform Changes in an intuitive node-graph on a frame-by-frame basis. Enabling you to quickly identify code that caused issues and helps isolate exact code in play mode.Have you ever tried to debug transform that's not behaving as it should?maybe in some random frames, position is not where it should be - making it 'jitter' a bit?perhaps its rotation is completely messed up?or scale goes all odd destroying the shape?I bet you did and you've likely found that it's DIFFICULT to pinpoint the exact code/game-object that's causing the issue, as:transforms can be changed MULTIPLE times per frame and EVERY framethey can be changed by absolutely ANY objectstandard debugging methods are just not enough - attaching a debugger to find specific issue takes AGES, finding where to put a breakpoint is HARD and recompilation every time is simply FRUSTRATINGI know, I've had to battle with those more times than I'd like to admit. This tool is a solution that'll change the way you troubleshoot from painful to simple.VIEW ALL TRANSFORM CHANGES IN AN INTUITIVE NODE-GRAPHFRAME-BY-FRAMEAny change, any transform, any frame - displayed in an easy to navigate node-graph with powerful GUI that'll enable you to quickly identify hard to find transform issues.No more guessing in your debugging process - every change will be recorded and displayed, you'll quickly get information about:- Game Object that initiated change (eg. Mover-01)- with a single click you can see that object in Hierarchy View - this goes beyond just seeing script that causes the issue, you may be after a specific object instance as the issue could be due to individual setup- Script and Method name- exact place in code where change originated (eg. HardToFindScript.cs - method: IntroduceTransformJitterJustToFrustrateDeveloper())- navigate directly to the code with a mouse click to find out why it's causing issues- New Value- actual value that's been set, this makes it much simpler to pinpoint changes that are out of line- Actual method Call and method arguments that caused the change- all methods/setters affecting transform will be captured- could be Transform.set_postion setter- or more complex Transform.Translate(float x, float y, float z)- whatever it is - you'll get those detailsREPLAY CHANGES IN GAME/SCENE VIEWNot only you can view and inspect changes in a friendly manner - you can go one step further and REPLAY them directly in Scene/Game view with a single click.This means you don't have to focus on raw numbers you can simply and visually inspect suspicious changes and directly see if they cause the issue you're trying to find.QUICKLY IDENTIFY AND TEMPORALIRY DISABLE SPECIFIC TRANSFORM MODIFIERS TO FIND THE ONE THAT'S CAUSING ISSUESTool groups changes by originating Game-Object-instance / Script and Method-name into Transform Modifiersthis makes it easy for you to see at a glance which code is affecting the object in current frame-rangeIt also allows you to quickly turn them on/off via checkbox directly from gui with NO compilation needed!you can now instantly turn them off one by one and see in Game/Scene view how your tracked object is affectedwith that approach, it'll only take you few moments (instead of sometimes a few hours) to pinpoint that hard to find code that's causing the issueVERY SIMPLE SETUPSetup is pretty much non-existent:import the assetadd 'TrackTransformChanges' script to objects you want to be trackedhit playThat's it. No-fuss.The tool is designed to integrate into your workflow seamlessly, you should see its load time under 0.5f second (and that is ONLY when you're using it).WELL DOCUMENTED API ALLOWS YOU TO EXTEND BEYOND WHAT I THOUGHT OFGUI is built on top of API that's well documented and allows you to programmatically:track specific transform changesskip changes based on passed predicate/saccess changes data structures that can be grouped by object / frame / TransformModifierWith that, you can tackle more complex debugging scenarios when you have a better idea of what you're after.Have a look in docs pages to see what's avaialable:https://immersiveVRTools.com/projects/transform-changes-debugger/documentationWHAT IS NOT SUPPORTED (YET)physics originating changes - gravity / rigidbody movements (say via AddForce()). For now, it's best to temporarily turn rigidbody off when debuggingchanges made outside of the main threadmethods changing more than a single transform property, eg 'SetPositionAndRotation' - will be captured as a position change (you'll still get correct information about method and method arguments)production builds - while this tool will work in production build it'll likely affect performance - it's been designed as an editor / debugging tool.NET Standard 2.0 API Compatibility level - currently you have to use .NET 4.x3rd Pary Assets UsedAsset uses XNode and Harmony under MIT License; see Third-Party Notices.txt file in package for detailsHave a look in docs pages to see what's avaialable:https://immersiveVRTools.com/projects/transform-changes-debugger/documentation