Search Unity

  1. Unity Asset Manager is now available in public beta. Try it out now and join the conversation here in the forums.
    Dismiss Notice

Build and Run debug

Discussion in 'Project Tiny' started by Djo_krd, Sep 8, 2021.

  1. Djo_krd

    Djo_krd

    Joined:
    Sep 6, 2017
    Posts:
    31
    I have a few questions about debugging through "Build and Run":
    1. Is there any way to see all current entities and their component values (like Entity Debugger window in Unity)?
    2. Is there any way to debug code inside scheduled jobs?
     
  2. Djo_krd

    Djo_krd

    Joined:
    Sep 6, 2017
    Posts:
    31
    Answering my own questions:
    1. Not supported by project Tiny yet.
    2. Yes, need to disable burst, like "Entities.WithoutBurst()...", and debugging work as with regular code.
     
  3. TwoorbJan

    TwoorbJan

    Joined:
    Mar 6, 2013
    Posts:
    38
    Its possible to get the entity information using EntityManager.GetAllEntities and then EntityManager.GetComponentTypes per entity. Then I create a custom writer per component / buffer data type that writes to the TinyJsonStreamingWriter. Last step I send the info in parts over to a custom web server using WebSocket.

    Its not optimal and I wish I could just use reflection to get all the data (but it works for what I need atm), also its only for web builds.

    debugger.png