Debugging is a methodical process of finding and reducing the number of bugs in a game, thus making it behave as expected.
0
votes
1answer
28 views
LibGDX: creating actor conformed by other actors
I am making my custom actor class, made up by 3 actors(oneProgressBar, one Label and one TextButton), because I will be using this many times, so it's not a good idea to create 3 of that actors when I ...
0
votes
0answers
21 views
Why do I get 3 lines of log at Monitor.exe when using Debug.Log in Unity?
I'm debugging a real device.
In a GUILayer.Button I've put a single Debug.Log() message, like in this code
Code:
if( GUILayout.Button( "Click to Test." ) )
{
Debug.Log( "XAVI Clicked!" );
}
...
0
votes
0answers
28 views
Disable OpenGL NVidia Driver Optimization During Development
I've noticed while looking at gDebugger that sometimes what I dispatch as draw calls never actually show up in the logger.
I assume that there is some driver level optimization going on here; so is ...
4
votes
1answer
84 views
Getting unity to act the same way in a test as it does during runtime
I've just started using unity tests with the built in editor tests. After making my test and finding out that it constantly failed I debugged the code and found that a static object was set to a new ...
0
votes
1answer
77 views
When using Unity 5, is there a way to print/save/identify the last n lines of code that were executed at a specific point?
So, here is what I am after. Is there a way to identify which were the last n lines of code that were executed in Unity 5 (with C#) at a given point of the game?
I know I can use Debug.Break() to set ...
0
votes
1answer
69 views
Rigidbody stuck on the edge of two colliders
could You please help me with that weird bug? I've seen other people's posts about that bug, but I couldn't really understand how to fix it.
As You can see, the boxes are standing right next to each ...
0
votes
1answer
48 views
AS3 .hitTestObject() not working with Tween function
(This was originally in an other senction but many told me to ask here, hopefully someone can answer this)
I am having a major problem in my new browser app.
Okay so I made game where different cubes ...
3
votes
1answer
145 views
Why is GameObject.FindGameObjectsWithTag returning null?
I'm currently working on refactoring my gravity simulator, but I'm running into a problem. I have two GameObjects, both tagged with the tag "Body", as you can see below:
I'm attempting to cache a ...
2
votes
1answer
102 views
In Unity, why does my IndexOutOfRange exception disappear when trying to debug it?
I don't get errors when playing from Unity "Game" tab. But when I build an executable (development or not) it stucks. I get "IndexOutOfRange" exception.
Which also magically disappears (yes) when I ...
0
votes
0answers
19 views
Changing game variables through network in run time for debugging
I want to implement a system in my game that will allow me to change in game parameters on runtime through the network.
Lets say my game is running on a ps4 or xbox one, I want to be able to register ...
0
votes
1answer
35 views
For whatever reason, when a certain boolean variable is true, the Unity editor crashes
So in my game I've got a timer script, which counts down unless the game is paused, but whenever the variable for pausing is true, something in the timer script makes the editor itself crash, and I ...
1
vote
1answer
24 views
Function messages wont send when identical conditions will message to activate another function
So in working with my game, there aren't any syntax or compile errors, but there's this one bug that I've been working on to fix for a few days on and off and I can't seem to make heads or tails of ...
2
votes
1answer
77 views
Working around the current sad state of mobile GPU drivers
I'm working on a OpenGL ES3 app for Android: for various reasons, I decided to roll my own mini-OpenGL rendering engine. So far so good.
Problem is, the GPU drivers in the mobile industry are such ...
1
vote
1answer
71 views
How to debug a GLSL shader? [duplicate]
I cannot find any tutorial in Google and Youtube. I have a C++ program that uses OpenGL ES 2.0 API to render something on the screen. How can I debug my shaders? Any step-by-step guide? What is the ...
0
votes
1answer
64 views
How to store each rendered frame as image in libgdx for debugging
I have a libgdx screen's render method where I am executing lots of for loops and drawing various shapes on screen in thoese loops. Also I am manupulating (x,y) of each shape at runtime to acheive a ...
1
vote
0answers
63 views
How do I get line numbers in a unity headless server's stack trace?
For some reason Unity 5 doesn't allow me to do a developement build of a headless server, and this is quite a problem when debugging, since I get stack traces without line numbers, such as:
...
3
votes
1answer
72 views
How to debug a DirectX crash on client machine?
I have customers who are experiencing crashes which I can't reproduce on my machine.
From the minidumps they sent over, it appears that their crashes all seem to be in unexplained Direct3D calls, ...
3
votes
2answers
145 views
How to stop deltaTime while debugging
Framework: LibGDX
IDE: Android Studio
Game based on Kilobolt tutorial
While debugging, the frame delta time i get using Gdx.graphics.getDeltaTime()continues to increment so when i stop debugging ...
1
vote
2answers
228 views
Can I develop a game for Kinect without a Kinect?
I have to make a game in Unity3D using Kinect. The problem is I don't have the Kinect yet. I need to wait until they deliver it to me.
Can I imitate Kinect's movement for debugging my app?
6
votes
1answer
2k views
How to profile CPU and GPU performance if I have a monster PC?
I'm going to upgrade my PC soon. I'm worried that I will no longer spot performance losses in my game because of the better specs.
I can check memory usage easily, but how do I check and debug CPU ...
1
vote
1answer
151 views
How to diagnose the problem when the input assembler and the vertex shader look correrct, but the Output Merger is wrong? [closed]
I'm porting some OpenGL code to Direct X 11. I ended up with nothing being drawn on the screen. I reverted to a simple program, which I am writing about here.
I'm now trying to use the Graphics ...
1
vote
0answers
686 views
Leaderboard Testing on Google Play Services
I have a shared Google Play Developer account so that he allowed me to publish a game app. Next, I want to know if in order to test the online highscore is to upload the APK and publish it first ...
1
vote
1answer
83 views
TypeLoadException when running a Monogame Windows Phone 8 game
Using Monogame, I'm trying to port a game to Windows Phone 8, but I'm having issues getting a basic example to run.
When I create a basic Mono project and run it on my phone (to check everything's ...
1
vote
2answers
174 views
2D Lighting Glitch
I've been working on a game in Java, and recently I decided to try out my game on a netbook just to see how it would run. While I do get a constant and decent FPS, it appears that my lighting ...
0
votes
0answers
123 views
Libgdx project “Not Responding” when in debug mode
So the problem I am encountering is that whenever I attempt to debug my Libgdx desktop project and Android project the "app" is constantly "frozen" or "Non responding." By this I mean that I cannot ...
2
votes
1answer
931 views
Is there a way to view all colliders in a unity project at runtime (after the game have been deployed)?
I'm have created a small Unity project but physics has weird behavior (bug). Unfortunately it only happens on some specific hardware (after build), not on development machine.
I don't know what is ...
1
vote
1answer
218 views
What's the best way to handle numerous recurring log entries in game loop?
I have a custom logging system, use of which is scattered all over the engine and game. The system is linked to a "LogStore" that has an std::vector<string> logs[NUM_LOG_TYPES] - each vector ...
1
vote
0answers
2k views
Checkers make move and take move algorithm
I'm coding a checkers game and I encountered a problem and I'm 99% sure is about how the move is done and taken back.
The structure of my game data is:
an 8x8 array containing my board squares. ...
0
votes
1answer
685 views
Level loading works in Unity editor, but quits when deployed
In my level selection screen, all but the first level start out locked.
When I click on a level, it loads perfectly in Unity editor. However, when I build the game on a real device, the game stops as ...
3
votes
2answers
328 views
Efficient way to output/display debugging data in a window
I'm writing a program in Visual Studio, C++ with OpenGL and for the first time, I think it will be beneficial to see some live data on top of my display/render window.
To give some scope, I'm ...
0
votes
1answer
330 views
DirectX debugging: Graphics Pipeline Stages: Input Assembler: “No mesh available for stage”
My question is basically why VS2012 tells me that there is no mesh available for the Input Assembler stage because if I click on the DeviceContext next to the Draw call in the Grahics Event List the ...
0
votes
1answer
2k views
Unity/VS debugging only with UnityVS?
Hi,
this one thing isn't clear to me:
Is it possible, to debug C# of Unity 4.3 with Visual Studio 2013 without any plugin?
If no, what or how else should I debug then?
1
vote
0answers
602 views
Unity game debugging on Xcode
This question has two parts:
1. How to get meaningful information out of Xcode crash logs? The game runs fine on the editor but when running on an iOS device it crashes and then gives information ...
0
votes
1answer
96 views
How to debug Android App Eclipse? [closed]
Ok. So while this isnt a programming question. I wanted to know how do people debug apps? How do you view log cat, and where these exceptions are thrown etc? And do I need to run the app on the ...
0
votes
1answer
44 views
Android Live Testing
I am making a game for android and in it I am using sensors which are not available in the emulator. At the moment I am connecting my device and transferring the apk, then installing to test but that ...
-1
votes
2answers
159 views
Velocity deacceleration working incorrectly
Basicly, I've tried to code velocity into my game, which works sort of. The deaccelaration works sort of, but not correctly.
The problem is, that the positive values, decreases just fine and dandy to ...
1
vote
1answer
74 views
How can I show information from a variety of sources in my debug menu?
I'm creating a debug menu, and I want to be able to show a lot of information (variables) on that menu. This information will come from a lot of classes (instances).
How can I show a lot of ...
4
votes
1answer
1k views
Bullet physics debug drawing not working
Background
I am following on from this question, which isn't answered yet. Basically I have a cube and a UVSphere in my scene, with UVSphere on the top of the cube without touching the cube. Both ...
0
votes
1answer
104 views
Displaying performance data per engine subsystem
Our game (Android based) traces how long it takes to do the world logic updates, and how long it takes to a render a frame to the device screen.
These traces are collected every frame, and displayed ...
5
votes
1answer
123 views
Is it possible to show vertex information in tables in VS2012 like in PIX?
In PIX I was able to watch the objects' vertex data at different stages in tables, like before vertex shader, between vertex and pixel shaders, and so on. Can you see this in Visual Studio 2012 ...
4
votes
1answer
4k views
Android emulator with acceleration and gyroscope simulation [closed]
Is there an Android emulator that is compatible with eclipse that can simulate acceleration and tilting of a mobile device?
-2
votes
1answer
103 views
Help me debug my 3-d collision code [closed]
I have been havaing a problem doing 3-d collision in a game i have been trying to make for several weeks now. What i am trying to do is prevent a PlayerModel object from colliding with Obstacle(cube) ...
0
votes
2answers
178 views
Why does my sprite animation sometimes runs faster? [closed]
I don't know why each time I call the Update_Animation function, my sprite animation runs faster. Is it caused by gameTime? How to fix it?
Here's the relevant code:
class Character
{
// ...
2
votes
1answer
475 views
Perlin Noise for game terrain; math error (unexpected breaks in terrain (3D grid))
So, I'm learning how to generate terrain using Perlin Noise, and I came across this code: http://stackoverflow.com/questions/4753055/perlin-noise-generation-for-terrain/4753123#4753123
PerlinNoise.h
...
4
votes
1answer
1k views
How do I debug two android devices simultaneously in Eclipse?
I have a multiplayer game which should be tested on two devices at the same time, if possible, with debugging.
Can eclipse do this? If so, how?
8
votes
1answer
316 views
Curious Transparent Holes Render Artifact
So I'm trying to implement "smooth" terrain in my block engine by giving each surface block a heightmap.
Basically, what I do to generate these "heightmaps" for each block is I generate the heights ...
4
votes
6answers
366 views
Object oriented approach to debug mode
I'd like to introduce a way to turn off/on debug messages and in-game tooling (tweak menus, for example) without non-game related branches, e.g:
if(DEBUG_MODE) {
// show tweak menu
// some ...
3
votes
3answers
2k views
Can I debug XNA Xbox 360 games on my PC?
If I made an Xbox 360 game with XNA, would I need to debug it on the Xbox 360 as I was coding it? Or would there be a small emulator on my computer to debug it?
4
votes
1answer
541 views
Android Java: Way to effectively pause system time while debugging?
In my project, I call nanoTime and use that to get a deltaTime which I pass to my entities and animations.
However, while debugging (for example, stepping through my code), the system time on my ...
1
vote
1answer
220 views
Can I limit the number of shader units used by my video card?
Can I limit the number of shader units used by my video card? (A shader unit is the part of the hardware which can execute a shader program, where each unit runs in parallel).
I'm interested in this ...