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Troubleshooting and Debugging

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There are lots of ways to troubleshoot a map. Most methods involve temporarily placing a player start, sound/visual effect, HUD, or other cue to view specific points in your logic.

See the example map named Patterns: Troubleshooting with map ID 6Z5E94FB.

Move the Player Start

For longer campaign type levels, testing your map from the beginning each time can be cumbersome. You can move your Player Start right to the area that needs testing. Alternatively, temporarily disable your Player Start and use a different Player Start that you can move to the testing area.

You could also teleport the player On Spawned or temporarily add a teleporter to your map. There are lots of ways to move yourself to the area that needs testing without having to test the first part of your map over and over.

Insert an Audio or Visual Cue

If your logic isn't working as intended, it can be helpful to trace the signal by adding an audio/visual cue to an otherwise invisible branch in your logic. In the example below, a number will be added to the Player Resource when the Shootable Trigger is damaged. Placing a temporary explosion effect can help verify when the Shootable Trigger is damaged. For longer or more complex logic chains, you can add different cues in various places to see where the signal reaches.

PatternsDebuggingTrace.PNG

Use a HUD

In the above example, it might be more directly helpful to see the Player Resource value as it changes. Add a HUD Settings object and edit the properties to include your Player Resource variable. Be sure to enable the HUD with the Set Active input.

PatternsDebuggingHud.PNG

Create Temporary Cheats

If your map uses resources to buy things or is gated by a keycard, you may need to give something to yourself to test later parts of your map. Add a container with some resources that can be picked up as needed, or give them to yourself on spawn. These temporary 'cheats' should help you test the later parts of your map and should be deleted before publishing. Remember to do a clean test, without any temporary cheats, before publishing.