Overview of debugging tools

Introducción

When developing your game, you want to test your game and debug when problems occurr. Godot provides several debugging options and tools which aid your debugging process. There are the debug dropdown options, Script editor debug options, debug project settings, and the debugger.

Debug dropdown options

There are a few options that you can enable when running your game in the editor which can help you in debugging your game. These options are located in DEBUG in the main menus.

../../_images/overview_debug.png

Here are the descriptions of the options:

Exportar con Depuración Remota

Al exportar y publicar, el ejecutable resultante intentará conectarse a la IP de tu computadora para ser depurado.

Exportación Mini con Recursos en Red

Export or deploy will produce minimal executable. The filesystem will be provided from the project by the editor over the network. On Android, deploy will use the USB cable for faster performance. This option speeds up testing for games with a large footprint.

Ver Formas de Colisión

Collision shapes and raycast nodes(for 2D and 3D) will be visible on the running game.

Navegación Visible

Navigation meshes and polygons will be visible on the running game.

Sincronizar cambios de escena

Any changes made to the scene in the editor will be replicated in the running game. When used remotely on a device, this is more efficient with network filesystem.

Sincronizar Cambios en Scripts

Any script that is saved will be reloaded on the running game. When used remotely on a device, this is more efficient with network filesystem.

Script editor debug tools and options

The script editor has its own set of debug tools for use with breakpoints, and two options. The breakpoint tools can also be found in the «Debugger» tab of the debugger.

..image:: img/overview_script_editor.png

The Break button causes a break in the script like a breakpoint would. Continue makes the game continue after pausing at a breakpoint. Step Over goes to the next line of code, and Step Into goes into a function if possible, otherwise it does the same thing as Step Over.

The Keep Debugger Open option keeps the debugger open after a scene has been closed. And the Debug with External Editor option lets you debug your game with an external editor.

Debug project settings

In the project settings there is a «Debug» category with three sub categories which control different things.

Settings

These are some general settings such as printing the current FPS to the Output panel, the maximum ammount of functions when profiling and others.

GDScript

These settings allow you to turn specific GDScript warnings, such as an unused variable, on or off. You can also turn off warnings completely.

Shapes

Shapes is where you can adjust the color of shapes that only appear for debugging purposes, such as collision and navigation shapes.

Debugging tools

The Debugger can be found in Godot’s bottom panel. Click on it and the panel expands to show all the debugging tools.

../../_images/overview_debugger.png

There are multiple parts of the debugger, each is for a specific task.

Depurador

The debugger tab is for working with breakpoints in the script. When a script reaches a breakpoint this panel gives you information on it.

The buttons in the top right can be used respectively to:

  • Skip all defined breakpoints, without removing them (so you can toggle them on or off while testing).
  • Copy the current error message.
  • Step Into goes to the next line of code, and if it’s a function, it step line by line through the function.
  • Step Over goes to the next line of code, but does not go down into function code.
  • Break pauses the game like a breakpoint would.
  • Continue resumes the game after a breakpoint or pause.

Errores

This is where errors and warning messages are printed while running the game.

Profiler

Profiles the performance of any function call in the running game.

Network Profiler

The Network Profiler contains a list of all the nodes that communicate over the multiplayer API and, for each one, some counters on the amount of incoming and outgoing network interactions. It also features a bandwidth meter that displays the total bandwidth usage at any given moment

Monitores

The monitors are graphs of several aspects of the game while its running such as FPS, memory usage, how many nodes are in a scene and more. All monitors keep track of stats automatically, so even if one monitor isn’t open while the game is running, you can open it later and see how the values changed.

Memoria de Vídeo

Video Mem list the video memory usage of the running game and which resource is using it.

Otros

Miscellaneous options for debug.

Remoto en el panel de Escenas

When running a game in the editor two options appear at the top of the Scene dock, Remote and Local. While using Remote you can inspect or change the nodes” parameters in the running game.

../../_images/overview_remote.png

Nota

Some editor settings related to debugging can be found inside the Editor Settings, under Network>Debug and Debugger sections.