Runtime Debug Tools Update
Following on from my previous post on runtime debugging in Godot, I had a few requests and ideas for improving things, such as:
- 2D support.
- Pausing when debugging.
- Fixing some input issues when game input code conflicts with the tools.
These have now been added to GRDT 1.1.
Some notes:
- 2D was actually considerably fiddlier than 3D, simply because there are many more edge-cases. In 3D you just find the nearest polygon hit, in 2D there’s tree order, z-index, canvas layers, and other things. It’s guaranteed there are things that haven’t been caught.
- Currently GDRT only supports 2D sprites and controls, but other things should be easy to add.
- ‘Pause when debug’ is enabled by default, and pausing can be toggled at any time while debugging.
- Game specific input issues are likely to remain, since there’s no full-proof way guaranteeing inputs won’t be used in client game code. However, pausing should actually help with this, since it reduces the amount of game code running.
Here's an example of it in action in the supplied test scene:
Thanks!