- Joined
- Jul 19, 2015
- Messages
- 17
- Reaction score
- 56
- First Language
- English
- Primarily Uses
I've had problems with the built in debug console, so I've been working on a new window to help track variables I'm interested in.
How it works is you call DebugTracker.Track("My Variable Name", value) in your script and it shows that value in the new window. This is useful if you want to track an expression that would be hard to watch otherwise.
You can also call DebugTracker.Watch("My Namespace", myObject, ["fieldname1", "fieldname2"]) , this will only need to be called once and the debug window will show you the fields values. If it's a string or number or bool you can edit it. If it's a function you'll see a button you can press to trigger it. You can call it without any fieldnames and it will pull out all public fields.
I've made something like this for Unity and it's helped me fix a bunch of annoying bugs without flooding the console. It's helping me with matrix issues in Mode7 right now. Wondering if anyone else could use this?
How it works is you call DebugTracker.Track("My Variable Name", value) in your script and it shows that value in the new window. This is useful if you want to track an expression that would be hard to watch otherwise.
You can also call DebugTracker.Watch("My Namespace", myObject, ["fieldname1", "fieldname2"]) , this will only need to be called once and the debug window will show you the fields values. If it's a string or number or bool you can edit it. If it's a function you'll see a button you can press to trigger it. You can call it without any fieldnames and it will pull out all public fields.
I've made something like this for Unity and it's helped me fix a bunch of annoying bugs without flooding the console. It's helping me with matrix issues in Mode7 right now. Wondering if anyone else could use this?

