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Yeah I think this makes sense. I think we'll need #463 before we start building out more features in the debugger though, so that we're building in the right direction. |
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Example situation: the
local_to_parentcomponent fails to perform its function when certain conditions are not met. (Hierarchy must be set up correctly, parent must havelocal_to_worldcomponent.)Currently, there is no feedback to the developer about this.
As one suggestion, we could work towards something like what Godot has, which I'll show below:
fig. 1
In figure 1,
CharacterBody2D_ais set up correctly, whileCharacterBody2D_bis not.Clicking on the small /!\ icon displays a popup:
fig. 2
Figure 2 shows the popup message: it indicates what's causing the problem, what the consequences of the problem are, and suggests a way to fix it. If the developer runs the program anyway, there are no further error messages or warnings.
We don't currently have a graphical UI for editing nodes, so my initial proposal is this:
Some kind of common system for each component to detect and report any invalid state which causes it not to function (e.g. a
local_to_parentchild that is missing a parent, or its parent does not have thelocal_to_worldcomponent)When running in non-debugger mode, print this warning to console and suggest the game be run in
--debuggermode to examine these errors/warnings better.In
--debuggermode, show something similar to the Godot /!\ icon next to every component that is reporting invalid state.Related to #480
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