Attention: Here be dragons
This is the
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
A class to interact with the editor debugger.
This class cannot be directly instantiated and must be retrieved via a EditorDebuggerPlugin.
is_active ( )
is_breaked ( )
is_debuggable ( )
breaked ( bool can_debug )
Emitted when the attached remote instance enters a break state. If
true, the remote instance will enter the debug loop.
continued ( )
Emitted when the attached remote instance exits a break state.
started ( )
Emitted when a remote instance is attached to this session (i.e. the session becomes active).
stopped ( )
Emitted when a remote instance is detached from this session (i.e. the session becomes inactive).
void add_session_tab ( Control control )
Adds the given
control to the debug session UI in the debugger bottom panel.
bool is_active ( )
true if the debug session is currently attached to a remote instance.
bool is_breaked ( )
true if the attached remote instance is currently in the debug loop.
bool is_debuggable ( )
true if the attached remote instance can be debugged.
void remove_session_tab ( Control control )
Removes the given
control from the debug session UI in the debugger bottom panel.
Sends the given
message to the attached remote instance, optionally passing additionally
data. See EngineDebugger for how to retrieve those messages.
Toggle the given
profiler on the attached remote instance, optionally passing additionally
data. See EngineProfiler for more details.