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Debugging
Tim Potze edited this page Nov 9, 2015
·
16 revisions
Some notes and advices to debug mods.
- Main command
UnityEngine.Debug.Log(...)
- or
using UnityEngine;
+Debug.Log(...)
- or
- Logfile:
Parkitect\Parkitect_Data\output_log.txt
Consequences:
- you have to open the TXT file manually and scroll to the end
- you have to reopen the TXT file on each update
- or you have to use e.g. "Notepad++" with a "Document monitor" plugin
- Main Command: Same as above
- Open the "ModTools" GUI with a "Console" inside the game
- use the key BackQuote to toggle it
- or Circumflex on german keyboards
Consequences:
- you have to open the "ModTools Console" inside the game
- you have to scroll downwards if many messages were sent
- you get red highlighted error messages
[parkitectLab.modTools] v0.0.3 "Settina Displatos" Download
- Main command
Debug.LogMT(string text)
- or
Debug.LogMTn(List<string> texts)
- or
Debug.LogMT(string[] names, string[] values)
- to debug key to value pairs
- or
Debug.LogMT(string[] names, long[] values, uint mode = 0)
- same as above with
mode = 0
- get date time by unix timestamp with
mode = 1
- get time span output from miliseconds values with
mode = 2
- e.g. if you use
System.Diagnostics.StopWatch
- e.g. if you use
- same as above with
Consequences:
- you can read your debug messages in the notification bar, by setting
consoleOnly = false
- or you can use the previous two approaches too, by setting
consoleOnly = true
If you have any questions, please visit the modding forums!
- Modding Guidelines
- Getting Started
- Configuring mod.json
- The IMod Interface
- Reload mod while developing
- Logging
- Debugging
- GitHub for beginners
The Next-Gen modding tool for Parkitect! Download