Questions tagged [debugging]
Debugging is a methodical process of finding and reducing the number of bugs in a game, thus making it behave as expected.
178 questions
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My scene crashed on `MonoBehaviour::VirtualRedirectTransfer`, how can I figure out which class or GameObject triggered this error
I have a Unity scene that works fine in editor, but always crash after being compiled into an executable with .NET/Mono backend, so I enabled stacktrace logging and dump the whole log into a file:
<...
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Disable all Player input in Godot 3?
I'm making an "Asteroids" clone in Godot 3.2.3
the way that the Bullet is spawned in-front of the Player ship is simple : the main game node will find the Player node's position and rotation ...
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Can RenderDoc debug linux binaries?
I have downloaded RenderDoc for linux, but when passing a program as an argument it says "wrong file format", i have tried renaming to program.bin but same error.
Is it a RenderDoc linux ...
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Unity debug error “Frame not in module”
I'm creating a 2D game, and all my game layers are UI canvases. Here's the issue: during debugging, every time I click on the screen, Visual Studio stops and displays "Frame not in module," ...
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Remove StaticMesh via debug console in ue4
How do I in game dev build debug console:
list scene meshes
remove exact mesh causing perfomance hit?
tried:
show StaticMesh removes all meshes
https://docs....
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High mass bodies that are stacked on top of each other are wobbling while sitting idly in Box2D
I'm recreating the SaturnV rocket to-scale in Box2D, which so-far involves 3 very massive rectangular bodies stacked on top of each other (1-2 million kg each). Box2D advises not to use such high mass ...
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Tessellation shaders not working, no objects drawing on screen
Using this tutorial https://learnopengl.com/Guest-Articles/2021/Tessellation/Tessellation and this tutorial https://www.youtube.com/watch?v=21gfE-zUym8 I implemented tessellation shaders that I haven'...
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No vertex shader bound at draw?
I tried asking this on reddit but I didn't get any answers so I might as well try here
So I'm making a program to generate some terrain and it's not giving me the results I expected. It's drawing ...
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2
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Determine line that threw an Exception using Android Logcat
I just installed Android logcat to debug my game from Unity's package manager. I don't fully understand how it works or in what order the logs are shown relative to my code.
The problem I have is that ...
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Drawing angle between 2 rays
Currently, we can draw rays in real time, like this:
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How do I debug multi-touch for a Unity on Android platform?
I'm trying to implement multi-touch in my game but there are many bugs so far and I need a way to get info on all of the touches as the game is running. So far I haven't found any way to do this.
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Gizmos disappear after a scene transition
I have used OnDrawGizmos function to draw some cubes. If I run the project from that particular scene, the gizmos are visible. But after a scene transition they disappear. It appears again if I select ...
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Gizmos not being drawn until GameObject selected
I have implemented Scene loading in my game and have three scenes: Persistent, Main Menu and ...
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862
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Is it possible to debug shaders in GLSL level instead of assembly language level?
I'm writing some Vulkan code and write my shaders in GLSL.
I tried to use Renderdoc to debug my shaders, but I only got disassembly code.
Is it possible to debug shaders at the level of GLSL if I have ...
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Why do Dynamic Bones disconnect natural flow if they have ANY child gameobjects?
I've been having an issue for months now where if I have a dynamic bone chain that splits off in any way (ie. any of the chain's bones have child gameobjects), then the flow of the dynamic bone chain ...
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How to find a culprit BP from memory address in VS debugger causing build error messages in UE4?
I am trying to build out my project, but I keep running into a nasty error message about a BP reroute node... :(
It compiles all of the 1000 shaders and everything and just before it would finish it ...
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Why my code changes don't take effect in editor UE4?
I have a plugin in my project to move around stuff with gizmos(much recommended tool, by the way).
It has quite a few blueprint functions that I use.
I would like to add some functionality to it, ...
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debug unreal engine c++ - how to run in break mode
I have a number of things not working properly with my FBX imports and I would like to understand how FBX imports work internally. Now, I am noob in software development, so how do I debug the ...
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How can I debug a GameObject's rotation?
I have a model of a dragon, with an animation of it flying. When I play the animation in the Animator's preview, the dragon flies in a straight line, but when I run it in-game, it flies around in ...
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Third person and LineTracing C++
Problem
I have a crosshair in the middle of the screen.
I need to create a lineTrace that passes straight through this crosshair.
As this is a third person game,...
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Unity build does not launch and leaves no logs/errors
I have released my first title Audio Infection ( https://store.steampowered.com/app/911580/Audio_Infection/ ) for a bit over a year ago. Recently 1 user has so far encountered an issue where the game ...
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How to debug shaders running on Android 4.x devices?
I have tried some of the existing inspectors such as RenderDoc and gapid, but none of them can be used with Android 4.x. Latest version of gapid requires Android 6.0 and RenderDoc requires Android 5.0....
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how to generate mipmap, and check if done properly?
i am implementing Mipmapping for my texture for the first time.
i have 2 questions
HOW TO CHECK IF MIPMAP IS DONE PROPERLY ?
HOW TO SET MIPMAP FOR TEXTURE FROM FILE ?
First one. i implemented texture ...
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4k
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Unity get component throwing NullReferenceException only in standalone build
I'm having a very frustrating issue with GetComponent().
...
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Problem with Rotation clamping in Unity
I'm trying to get a simple cannon to rotate to point at the mouse, but I only want it to follow the mouse for 180 degrees and then stop following the mouse, and pick up again when the player re-enters ...