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SRDebugger - On-Device Console, Options Panel, and Bug Reporter.

Discussion in 'Assets and Asset Store' started by Simie, Feb 7, 2015.

  1. nukeustwo

    nukeustwo

    Joined:
    Sep 4, 2015
    Posts:
    51
    Ah thanks! Sorry I totally missed it, the only thing I wanted to add was an Update call to InfoEntry as some of the values I wanted to track/see can change at runtime:

    Code (CSharp):
    1.         public void Update(object value)
    2.         {
    3.             _valueGetter = () => value;
    4.         }

    Tried this quickly but it didn't seem to be working, I'm not sure if the InfoEntries are getting copied out, will have a proper look tomorrow.

    All in all and just to say again super happy with the asset. There's a lot of good code and useful stuff in there, I *just* discovered the resizing the docked profiler which is another level of awesome. thanks again!
     
    Last edited: Dec 1, 2018
  2. nukeustwo

    nukeustwo

    Joined:
    Sep 4, 2015
    Posts:
    51
    Hey @Simie Just wondering if you guys are still planning to support editor high resolution game views and also "notched" phone support / if you have any idea if it's a "short term" or "long term" thing? Thanks!
     
  3. Simie

    Simie

    Joined:
    Oct 26, 2012
    Posts:
    454
    Hi @nukeustwo, sorry for the delayed reply. This is something I really want to support but I haven't had time to work on yet. I'm afraid it's probably safer to think of it as a 'long-term' thing for now. My apologies!
     
  4. proepkess

    proepkess

    Joined:
    Dec 26, 2016
    Posts:
    11
    Is it possible to track custom variables in the profiler? I have a variable that tracks incoming network messages and would like to plot the data like your FPS-Profiler.
     
  5. nukeustwo

    nukeustwo

    Joined:
    Sep 4, 2015
    Posts:
    51
    No worries but thanks for letting me know, I may try and make some headway myself in the next month or two and look at doing a bit of support for it within the SRDebugger source.

    Are you guys open to pull requests on this project if you have a GitHub repo or similar? If not obviously happy to share whatever I do regardless of whether you want to take it or not
     
  6. Daisuke19283

    Daisuke19283

    Joined:
    Aug 22, 2018
    Posts:
    5
    Hello.

    Will it be work at Unity 2019?

    I tried Unity 2019.1.0.b2.
    But doesn't display SR_Tab's inner elements.
    Looks like layout is wrong value.
    I do not know, have the layout specification changed or bug with Unity 2019 ...?
     
  7. ALargeTurkey

    ALargeTurkey

    Joined:
    May 29, 2017
    Posts:
    5
    Hi @Simie, sorry if I missed this somewhere, but is it possible to have different settings for development vs production builds? For beta testing we want the production builds to have access to the bug reporter window only, but on development builds we want to have access to all the tabs. Thanks in advance!
     
  8. Simie

    Simie

    Joined:
    Oct 26, 2012
    Posts:
    454
    Hi @ALargeTurkey, right now there is no way to have different settings per-environment. This is a good idea though, I will add it to the roadmap.

    Thank you for letting my know about the compatability issues with 2019.1. I will look into it and hopefully get compatability restored before 2019.1 leaves the beta period.

    I'd be happy to accept any pull requests for improvements. We have a Gitlab repo for SRDebugger, access can be granted via our tool.

    Tracking custom values in the profiler is not supported, I'm afraid.
     
  9. Simie

    Simie

    Joined:
    Oct 26, 2012
    Posts:
    454
    This issue should be fixed in Unity 2019.1.0b8.
    Cheers
     
  10. NGS99

    NGS99

    Joined:
    Jan 15, 2014
    Posts:
    10
    Hi. I've been using SRD for editor debugging and I love it. I just tried it on several Android builds and noticed that none of logs that I send to the console as logs/warnings/errors are picked up by SRD but it works fine in the editor. SRD's console does show

    [SRDebugger] No EventSystem found in scene - creating a default one.

    BTW, I do happen to have an EventSystem under Canvas in Hierarchy and I set the logging to full for everything in player settings.

    Unity 2017 4.5
    SRD 1.8.2
    ---
    edit, this seems to not be a SRDebugger issue after further testing.
     
    Last edited: Mar 24, 2019
  11. Wild-Factor

    Wild-Factor

    Joined:
    Oct 11, 2010
    Posts:
    607
    Hello, is it possible to add a tab (other than option) ?

    Thanks.
     
  12. Simie

    Simie

    Joined:
    Oct 26, 2012
    Posts:
    454
    Hi, SRDebugger loads tabs from Resources/SRDebugger/UI/Prefabs/Tabs/. You can look at how the built-in tabs are structured and place your own tab in that folder to add your own. I recently discovered a github repo that adds an extra tab which you could use for reference: https://github.com/Itoen/SRHierarchyTab

    Note, this isn't an officially supported feature, but is unlikely to change any time soon.

    Cheers
     
  13. Fronne

    Fronne

    Joined:
    Sep 25, 2014
    Posts:
    112
    New Hi,

    First of all, great asset! Never had any problems before today. This morning, I installed Unity 2019.1.0f1 and I can't send a bug report on iOS anymore, works perfect on Android...

    Any idea?

    Cheers!
    Franco Palmieri - Fronne
     

    Attached Files:

  14. Simie

    Simie

    Joined:
    Oct 26, 2012
    Posts:
    454
    Hi Fronne,

    This issue appears to be caused by a change to Unity's web request code on iOS: https://forum.unity.com/threads/issue-with-unitywebrequest-on-ios.658057/

    I'm looking into possible solutions. Sorry for the inconvenience.

    Simon
     
    Fronne likes this.
  15. Fronne

    Fronne

    Joined:
    Sep 25, 2014
    Posts:
    112
    No need to say sorry, it's not your fault! Weird things happens with every (major) release, I'm glad you find the issue!
    I had some serieus other issues with 2019.1.0f1 so I turned back to 2018.3.12 for the moment...

    Right now I'm testing 2019.1.0f2 because I have some pre-launch report issues (crashes) on some Android devices with 2018.3.12 and that is fixed in 2019.1...

    Actually, I'm waiting on 2018.3.13 (2018.4.1) but since 2019.1 is officially released, that might take some more time...

    Cheers!
    Franco Palmieri - Fronne
     
    Last edited: Apr 16, 2019
  16. zhuchun

    zhuchun

    Joined:
    Aug 11, 2012
    Posts:
    427
    Hi, does SRDebugger support command line console? In order to test the game faster, sometimes we want to do something like "Add Item01 100", it would be nice to have an integrated command line console
     
  17. Simie

    Simie

    Joined:
    Oct 26, 2012
    Posts:
    454
    Hi, SRDebugger has an "options panel" rather than a console. You can use a mixture of sliders + buttons to create parameterized actions if you like. More info here and here.
     
    zhuchun likes this.
  18. jGate99

    jGate99

    Joined:
    Oct 22, 2013
    Posts:
    1,845
    How do i increase the sort order of sr debugger trigger?
     
  19. Simie

    Simie

    Joined:
    Oct 26, 2012
    Posts:
    454
    Hi.

    The prefab for the trigger resides at StompyRobot\SRDebugger\Resources\SRDebugger\UI\Prefabs\Trigger.prefab. You can modify the sort order on the canvas in that prefab.
     
    jGate99 likes this.
  20. jGate99

    jGate99

    Joined:
    Oct 22, 2013
    Posts:
    1,845
    and how do i increase the sortorder of SR_Canvas? as console appears behind my uis
     
  21. Simie

    Simie

    Joined:
    Oct 26, 2012
    Posts:
    454
    The main SRDebugger canvas (SR_Canvas) is in StompyRobot\SRDebugger\Resources\SRDebugger\UI\Prefabs\DebugPanel.prefab (it's a child object of the prefab root).

    The docked/pinned UI canvas is in StompyRobot\SRDebugger\Resources\SRDebugger\UI\Prefabs\PinnedUI.prefab (this should be set to a value lower than SR_Canvas).
     
  22. djfrail

    djfrail

    Joined:
    Jan 16, 2014
    Posts:
    124
    Hello. I'm getting some weird behavior when I'm using a game controller - pressing the A button on my XBox One controller is causing the debug panel to pop up, but I think I found a fix.

    Other things:
    - I'm also using the InControl asset to handle gamecontroller input.
    - I don't use the Unity EventSystem in my game, I'm using 2D Toolkit.
    - In SRDebugger settings, I have Automatic Event System Checked.

    The fix: If I have an EventSystem in my scene already and uncheck "Send Navigation Events", the problem seemingly goes away.

    I'm wondering what exactly the problem is and if that is the best way to fix it. Thanks!
     
  23. Simie

    Simie

    Joined:
    Oct 26, 2012
    Posts:
    454
    I suspect the debug panel trigger is the default "selected" object, and then A will trigger a click. If you do not use it, you could disable the debug trigger via the settings menu and see if that helps.

    As a future fix I will look into disabling the trigger from being considered a "selectable" object, as it really is only meant to be handling click + touch events.

    Simon
     
  24. Simie

    Simie

    Joined:
    Oct 26, 2012
    Posts:
    454
    Hey, it appears a fix for this issue may have landed in 2019.1.4 https://unity3d.com/unity/whats-new/2019.1.4

     
  25. bumbu

    bumbu

    Joined:
    Sep 14, 2015
    Posts:
    16
    'Report Bug' API does not seem to be working anymore. I tested if before and received an email, so it should be setup correctly. I have touched nothing and now our players can't send bug reports because the "Sending..." just hangs indefinitely.
     
  26. Simie

    Simie

    Joined:
    Oct 26, 2012
    Posts:
    454
    Hi, I'm not aware of any issues with the bug reporter. I have checked the stats and everything appears normal, emails are being sent in a similar volume to usual.

    Can I ask what platform and version of Unity you are experiencing the issues on? And whether you recently upgraded Unity.
     
  27. bumbu

    bumbu

    Joined:
    Sep 14, 2015
    Posts:
    16
    Unity 2018.3.0f2

    I have reproduced it in Editor (Windows) and on Android.

    SRDebugger - Settings tells me API key is valid and Bug Reporter is enabled. No errors are shown, only hanging "Sending...". Internet connection works just fine.

    We have a beta application in live, I have sent you a PM.
     
    Last edited: Jun 13, 2019
  28. ydolf001

    ydolf001

    Joined:
    Jul 3, 2019
    Posts:
    3
    I have the same problem,when I run send bug email with win_pc , It can send and receice email , but when I test with Android apk it can't work , the errorlog was "Request Error: Unknow Error ".
    The Unity version is 2018.3.12f1 , SRDebugger version is 1.8.2.
    Looking forward to your reply , Tks.
     
  29. Paul-van-der-Laan

    Paul-van-der-Laan

    Joined:
    Oct 12, 2013
    Posts:
    53
    @Simie Is it possible to manually refresh the Options menu UI?

    I have SRDebugger properties set up like this:


    Code (CSharp):
    1.     public LadderModuleSpawner ladderModuleSpawner;
    2.  
    3.     [Category("Module Settings")]
    4.     [Increment(0.1)]
    5.     public float ModuleHeight
    6.     {
    7.         get { return ladderModuleSpawner.settings.moduleHeight; }
    8.         set { ladderModuleSpawner.settings.moduleHeight = value; }
    9.     }
    I store a lot of settings of a gameobject in a separate settings subclass. Sometimes I completely replace this settings class so the settings have changed, but the individual getter methods on SROptions side are not called so the UI is not updated.
     
  30. Simie

    Simie

    Joined:
    Oct 26, 2012
    Posts:
    454
    Hi,

    If you are using SROptions then calling OnPropertyChanged("PropertyName") will trigger a refresh. https://stompyrobot.uk/tools/srdebugger/documentation/#properties

    If you are using options containers then implementing INotifyPropertyChanged and invoked the property changed event will trigger a refresh of the UI.

    Hope this helps

    Simon
     
  31. JabukeGrada

    JabukeGrada

    Joined:
    Aug 14, 2015
    Posts:
    6
    Hi! I'm using version 1.8.2 of SRDebugger and Unity 2019.1.14f1. Console can be cleared only once, next clear only drops message counters. Can be reproduced in empty project by trying to clear console twice.

    Temporal fix at StandardConsoleService:58
    Code (CSharp):
    1. else
    2. {
    3.     while (!_consoleEntries.IsEmpty)
    4.     {
    5.         _consoleEntries.PopFront();
    6.     }
    7. }
    Field _hasCleared of StandardConsoleService only sets to "true" and never goes "false". Seems like block of code missing somewhere.
     
    Last edited: Sep 12, 2019
  32. mj-3dqr

    mj-3dqr

    Joined:
    Mar 30, 2017
    Posts:
    13
    Hi. We are using Unity 2018.4.4 and the SRDebugger 1.8.2.

    Like other users meantioned before, we had a "Request Error: Unknow Error" too. Our bug appeared on Android when we raised API Target Level to 28 (Android 9).

    We analyzed source code and could find a solution in our case. The "Unknow Error" comes directly from the UnityWebRequest and indicates a security prompt. The simplest solution is most likely to use https instead of http.

    The following fix has solved our problem:

    @ Api.cs:5
    Code (CSharp):
    1.  
    2. #if (UNITY_IPHONE || UNITY_IOS || UNITY_WEBPLAYER || UNITY_WEBGL || UNITY_ANDROID) && !UNITY_EDITOR      
    3. public const string Protocol = "https://";
    4.  
    We only added "UNITY_ANDROID" to the condition, so that https is used too.

    Maybe this solution helps someone...
     
    jGate99 likes this.
  33. Extrawurst

    Extrawurst

    Joined:
    May 22, 2013
    Posts:
    43
    As I don't see that being reported here yet: Unity 2019.3 and SRDebugger seem incompatible right now.

    `RenderPipeline` cannot be found in 2019.3: see SRDebugger/Scripts/Profiler/SRPProfilerService.cs(47)

    UPDATE:
    So I figured out this needs to be changed to:
    Code (CSharp):
    1. RenderPipelineManager.beginFrameRendering+= ...
    and the context parameter has to be added for unity 2019.3

    @Simie would be nice to patch this
     
    Last edited: Sep 28, 2019
    androshchuk-vladyslav likes this.
  34. androshchuk-vladyslav

    androshchuk-vladyslav

    Joined:
    Dec 13, 2015
    Posts:
    127
    Confirm this.
     
  35. Simie

    Simie

    Joined:
    Oct 26, 2012
    Posts:
    454
    Hey guys,

    SRDebugger version 1.8.4 has been released and has fixes for the above issues. Here are the patch notes:

    1.8.4
    ----------

    Note: Minimum supported Unity version is now Unity 2017.4

    New:
    - Support for 2019.3.
    - Added option to completely unload the debug panel whenever it is closed.

    Changed:
    - Use https for bug reporter on all platforms.

    Fixed:
    - Console not clearing correctly after the first time.
    - Obsolete API warnings.
    - Incorrect layout on options tab when running on Unity 2019.1


    Thanks,
    Simon
     
  36. Trost_

    Trost_

    Joined:
    Dec 12, 2015
    Posts:
    17
    Regarding the copy log to clipboard on Android. Can't you use
    GUIUtility.systemCopyBuffer = value;
    ?
     
  37. Simie

    Simie

    Joined:
    Oct 26, 2012
    Posts:
    454
    Hey. Last time I tried setting this property on Android or iOS it did not work. A code plugin would be required to write to the system clipboard.

    Cheers
     
  38. TakaakiIchijo

    TakaakiIchijo

    Joined:
    Mar 16, 2013
    Posts:
    9
    Hi Simie,

    Are there some rules to using Assembly Definition Files in SRDebugger and SRF folders?
    I've tried that but I've got 3 warnings "Service IConsoleService not found." It also doesn't work in editor and standalone build with Assembly Definition Files. it seems to happen something in SRService Manager.
     
  39. arik2278

    arik2278

    Joined:
    Nov 6, 2014
    Posts:
    10
    Hi
    suddenly some of our users tells us that they cant send a bug reports.
    one had 424 not found, the others 400 bad request. while other successfully sent a reports.
    What can be the issue please?
    Thanks
     
  40. unknown17771

    unknown17771

    Joined:
    Nov 12, 2016
    Posts:
    19
    Can i use this plugins for console platform like nintendo switch or ps4?
    Thank you
     
  41. ilterbilguven

    ilterbilguven

    Joined:
    Feb 1, 2018
    Posts:
    6
    Hi,

    I have an issue about parsing decimal values in options tab.

    For example, I have a float, it is 0.3. But in options tab it's parsed as 03. Therefore making changes using "increment" ( < and > button), makes it worse. I have this problem after upgrading to Unity 2018.4 and .NET 4.x.
     
  42. daville

    daville

    Joined:
    Aug 5, 2012
    Posts:
    303
    Hi it seems it breaks in Unity 2019.3 since Unity changed some things with its render pipeline, not big deal, just had to 3 lines on SRPProfilerService.cs

    line 11 from
    using UnityEngine.Experimental.Rendering;
    to
    using UnityEngine.Rendering;

    line 48 from
    RenderPipeline.beginFrameRendering += RenderPipelineOnBeginFrameRendering;
    to
    RenderPipelineManager.beginFrameRendering += RenderPipelineOnBeginFrameRendering;

    and finally line 105 from
    private void RenderPipelineOnBeginFrameRendering(Camera[] obj)
    to
    private void RenderPipelineOnBeginFrameRendering(ScriptableRenderContext context, Camera[] obj)

    Hope this helps someone until next update
     
  43. Simie

    Simie

    Joined:
    Oct 26, 2012
    Posts:
    454
    Hey, this is something I'm looking to address in the next update, which should have assembly definitions included by default.

    Hi, is this still an issue?

    I'm afraid I do not have access to devkits for testing on Switch and PS4 so cannot guarantee support for those platforms. The UI is geared towards touch + mouse input so you may have trouble controlling with a gamepad.

    I will look into this, thanks for the heads up.
    This fix should have been in 1.8.4. Are you definitely on the latest update?



    Sorry all for the delayed replies, I have been away over the holiday period.
     
    Amane224 likes this.
  44. visualbruno

    visualbruno

    Joined:
    Jan 2, 2015
    Posts:
    102
    Hi.

    I have an issue with the latest version 1.8.4 with Unity 2019.3.0f6.

    It crashes at the initialization:
    UnassignedReferenceException: Field TapHoldButton is unassigned, but marked with RequiredFieldAttribute
    SRF.SRMonoBehaviourEx.PopulateObject (System.Collections.Generic.IList`1[T] cache, SRF.SRMonoBehaviourEx instance, System.Boolean justSet) (at Assets/StompyRobot/SRF/Scripts/Components/SRMonoBehaviourEx.cs:140)
    SRF.SRMonoBehaviourEx.CheckFields (SRF.SRMonoBehaviourEx instance, System.Boolean justSet) (at Assets/StompyRobot/SRF/Scripts/Components/SRMonoBehaviourEx.cs:84)
    SRF.SRMonoBehaviourEx.Awake () (at Assets/StompyRobot/SRF/Scripts/Components/SRMonoBehaviourEx.cs:196)
    UnityEngine.Object:Instantiate(TriggerRoot)
    SRInstantiate:Instantiate(TriggerRoot) (at Assets/StompyRobot/SRF/Scripts/Helpers/SRInstantiate.cs:7)
    SRDebugger.Services.Implementation.DebugTriggerImpl:CreateTrigger() (at Assets/StompyRobot/SRDebugger/Scripts/Services/Implementation/DebugTriggerImpl.cs:72)
    SRDebugger.Services.Implementation.DebugTriggerImpl:set_IsEnabled(Boolean) (at Assets/StompyRobot/SRDebugger/Scripts/Services/Implementation/DebugTriggerImpl.cs:28)
    SRDebugger.Services.Implementation.SRDebugService:.ctor() (at Assets/StompyRobot/SRDebugger/Scripts/Services/Implementation/SRDebugService.cs:68)
    System.Activator:CreateInstance(Type)
    SRF.Service.SRServiceManager:DefaultServiceConstructor(Type, Type) (at Assets/StompyRobot/SRF/Scripts/Service/SRServiceManager.cs:347)
    SRF.Service.SRServiceManager:AutoCreateService(Type) (at Assets/StompyRobot/SRF/Scripts/Service/SRServiceManager.cs:305)
    SRF.Service.SRServiceManager:GetServiceInternal(Type) (at Assets/StompyRobot/SRF/Scripts/Service/SRServiceManager.cs:84)
    SRF.Service.SRServiceManager:GetService() (at Assets/StompyRobot/SRF/Scripts/Service/SRServiceManager.cs:37)
    SRDebug:Init() (at Assets/StompyRobot/SRDebugger/Scripts/SRDebug.cs:20)
    SRDebugger.AutoInitialize:OnLoad() (at Assets/StompyRobot/SRDebugger/Scripts/AutoInitialize.cs:32)

    NullReferenceException: Object reference not set to an instance of an object
    SRF.UI.FlashGraphic.OnEnable () (at Assets/StompyRobot/SRF/Scripts/UI/FlashGraphic.cs:33)
    UnityEngine.Object:Instantiate(TriggerRoot)
    SRInstantiate:Instantiate(TriggerRoot) (at Assets/StompyRobot/SRF/Scripts/Helpers/SRInstantiate.cs:7)
    SRDebugger.Services.Implementation.DebugTriggerImpl:CreateTrigger() (at Assets/StompyRobot/SRDebugger/Scripts/Services/Implementation/DebugTriggerImpl.cs:72)
    SRDebugger.Services.Implementation.DebugTriggerImpl:set_IsEnabled(Boolean) (at Assets/StompyRobot/SRDebugger/Scripts/Services/Implementation/DebugTriggerImpl.cs:28)
    SRDebugger.Services.Implementation.SRDebugService:.ctor() (at Assets/StompyRobot/SRDebugger/Scripts/Services/Implementation/SRDebugService.cs:68)
    System.Activator:CreateInstance(Type)
    SRF.Service.SRServiceManager:DefaultServiceConstructor(Type, Type) (at Assets/StompyRobot/SRF/Scripts/Service/SRServiceManager.cs:347)
    SRF.Service.SRServiceManager:AutoCreateService(Type) (at Assets/StompyRobot/SRF/Scripts/Service/SRServiceManager.cs:305)
    SRF.Service.SRServiceManager:GetServiceInternal(Type) (at Assets/StompyRobot/SRF/Scripts/Service/SRServiceManager.cs:84)
    SRF.Service.SRServiceManager:GetService() (at Assets/StompyRobot/SRF/Scripts/Service/SRServiceManager.cs:37)
    SRDebug:Init() (at Assets/StompyRobot/SRDebugger/Scripts/SRDebug.cs:20)
    SRDebugger.AutoInitialize:OnLoad() (at Assets/StompyRobot/SRDebugger/Scripts/AutoInitialize.cs:32)

    NullReferenceException: Object reference not set to an instance of an object
    SRF.UI.FlashGraphic.OnEnable () (at Assets/StompyRobot/SRF/Scripts/UI/FlashGraphic.cs:33)
    UnityEngine.Object:Instantiate(TriggerRoot)
    SRInstantiate:Instantiate(TriggerRoot) (at Assets/StompyRobot/SRF/Scripts/Helpers/SRInstantiate.cs:7)
    SRDebugger.Services.Implementation.DebugTriggerImpl:CreateTrigger() (at Assets/StompyRobot/SRDebugger/Scripts/Services/Implementation/DebugTriggerImpl.cs:72)
    SRDebugger.Services.Implementation.DebugTriggerImpl:set_IsEnabled(Boolean) (at Assets/StompyRobot/SRDebugger/Scripts/Services/Implementation/DebugTriggerImpl.cs:28)
    SRDebugger.Services.Implementation.SRDebugService:.ctor() (at Assets/StompyRobot/SRDebugger/Scripts/Services/Implementation/SRDebugService.cs:68)
    System.Activator:CreateInstance(Type)
    SRF.Service.SRServiceManager:DefaultServiceConstructor(Type, Type) (at Assets/StompyRobot/SRF/Scripts/Service/SRServiceManager.cs:347)
    SRF.Service.SRServiceManager:AutoCreateService(Type) (at Assets/StompyRobot/SRF/Scripts/Service/SRServiceManager.cs:305)
    SRF.Service.SRServiceManager:GetServiceInternal(Type) (at Assets/StompyRobot/SRF/Scripts/Service/SRServiceManager.cs:84)
    SRF.Service.SRServiceManager:GetService() (at Assets/StompyRobot/SRF/Scripts/Service/SRServiceManager.cs:37)
    SRDebug:Init() (at Assets/StompyRobot/SRDebugger/Scripts/SRDebug.cs:20)
    SRDebugger.AutoInitialize:OnLoad() (at Assets/StompyRobot/SRDebugger/Scripts/AutoInitialize.cs:32)

    UnassignedReferenceException: The variable TriggerTransform of TriggerRoot has not been assigned.
    You probably need to assign the TriggerTransform variable of the TriggerRoot script in the inspector.
    UnityEngine.RectTransform.set_pivot (UnityEngine.Vector2 value) (at <f38c71c86aa64e299d4cea9fb7c715e1>:0)
    SRDebugger.Services.Implementation.DebugTriggerImpl.SetTriggerPosition (UnityEngine.RectTransform t, SRDebugger.PinAlignment position) (at Assets/StompyRobot/SRDebugger/Scripts/Services/Implementation/DebugTriggerImpl.cs:179)
    SRDebugger.Services.Implementation.DebugTriggerImpl.CreateTrigger () (at Assets/StompyRobot/SRDebugger/Scripts/Services/Implementation/DebugTriggerImpl.cs:75)
    SRDebugger.Services.Implementation.DebugTriggerImpl.set_IsEnabled (System.Boolean value) (at Assets/StompyRobot/SRDebugger/Scripts/Services/Implementation/DebugTriggerImpl.cs:28)
    SRDebugger.Services.Implementation.SRDebugService..ctor () (at Assets/StompyRobot/SRDebugger/Scripts/Services/Implementation/SRDebugService.cs:68)
    System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters) (at <437ba245d8404784b9fbab9b439ac908>:0)
    Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters) (at <437ba245d8404784b9fbab9b439ac908>:0)
    System.RuntimeType.CreateInstanceMono (System.Boolean nonPublic) (at <437ba245d8404784b9fbab9b439ac908>:0)
    System.RuntimeType.CreateInstanceSlow (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) (at <437ba245d8404784b9fbab9b439ac908>:0)
    System.RuntimeType.CreateInstanceDefaultCtor (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) (at <437ba245d8404784b9fbab9b439ac908>:0)
    System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic) (at <437ba245d8404784b9fbab9b439ac908>:0)
    System.Activator.CreateInstance (System.Type type) (at <437ba245d8404784b9fbab9b439ac908>:0)
    SRF.Service.SRServiceManager.DefaultServiceConstructor (System.Type serviceIntType, System.Type implType) (at Assets/StompyRobot/SRF/Scripts/Service/SRServiceManager.cs:347)
    SRF.Service.SRServiceManager.AutoCreateService (System.Type t) (at Assets/StompyRobot/SRF/Scripts/Service/SRServiceManager.cs:305)
    SRF.Service.SRServiceManager.GetServiceInternal (System.Type t) (at Assets/StompyRobot/SRF/Scripts/Service/SRServiceManager.cs:84)
    SRF.Service.SRServiceManager.GetService[T] () (at Assets/StompyRobot/SRF/Scripts/Service/SRServiceManager.cs:37)
    SRDebug.Init () (at Assets/StompyRobot/SRDebugger/Scripts/SRDebug.cs:20)
    SRDebugger.AutoInitialize.OnLoad () (at Assets/StompyRobot/SRDebugger/Scripts/AutoInitialize.cs:32)

    I put the game on hold.
    Here are some screenshots:
    upload_2020-1-29_10-17-1.png

    Activated SRDEBUG:
    [SRServiceManager] Services Discovered: 14
    IProfilerService (Selector: System.Func`1[System.Type])
    IBugReportService (Type: SRDebugger.Services.Implementation.BugReportApiService)
    BugReportPopoverService (Type: SRDebugger.Services.Implementation.BugReportPopoverService)
    IDebugCameraService (Type: SRDebugger.Services.Implementation.DebugCameraServiceImpl)
    IDebugPanelService (Type: SRDebugger.Services.Implementation.DebugPanelServiceImpl)
    IDebugTriggerService (Type: SRDebugger.Services.Implementation.DebugTriggerImpl)
    IDockConsoleService (Type: SRDebugger.Services.Implementation.DockConsoleServiceImpl)
    KeyboardShortcutListenerService (Type: SRDebugger.Services.Implementation.KeyboardShortcutListenerService)
    IOptionsService (Type: SRDebugger.Services.Implementation.OptionsServiceImpl)
    IPinEntryService (Type: SRDebugger.Services.Implementation.PinEntryServiceImpl)
    IPinnedUIService (Type: SRDebugger.Services.Implementation.PinnedUIServiceImpl)
    IDebugService (Type: SRDebugger.Services.Implementation.SRDebugService)
    IConsoleService (Type: SRDebugger.Services.Implementation.StandardConsoleService)
    ISystemInformationService (Type: SRDebugger.Services.Implementation.StandardSystemInformationService)
    UnityEngine.Debug:Log(Object)
    SRF.Service.SRServiceManager:UpdateStubs() (at Assets/StompyRobot/SRF/Scripts/Service/SRServiceManager.cs:274)
    SRF.Service.SRServiceManager:AutoCreateService(Type) (at Assets/StompyRobot/SRF/Scripts/Service/SRServiceManager.cs:281)
    SRF.Service.SRServiceManager:GetServiceInternal(Type) (at Assets/StompyRobot/SRF/Scripts/Service/SRServiceManager.cs:84)
    SRF.Service.SRServiceManager:GetService() (at Assets/StompyRobot/SRF/Scripts/Service/SRServiceManager.cs:37)
    SRDebugger.AutoInitialize:OnLoadBeforeScene() (at Assets/StompyRobot/SRDebugger/Scripts/AutoInitialize.cs:20)

    I hope it will help you to debug.
    Thank you
     
  45. visualbruno

    visualbruno

    Joined:
    Jan 2, 2015
    Posts:
    102
    Hi again

    Forget my last message.
    It's a bug in Unity.

    I reimported all your assets, and it worked again.
     
    Simie likes this.
  46. Simie

    Simie

    Joined:
    Oct 26, 2012
    Posts:
    454
    Hi Everyone,

    The latest update has added support for assembly definitions - the changelog is below.

    Cheers

    1.9.0
    ----------

    New:
    - Added a notification to the trigger whenever an error is added to the console log (disable in settings).

    Changed:
    - Converted to asmdef packages.
    - Added note to auto-created event system to inform that it is created by SRDebugger and how to disable it.

    Fixed:
    - Support Domain Reload in 2019.3
    - Fix settings window display in 2019.3
     
  47. JVLVince

    JVLVince

    Joined:
    Jul 20, 2016
    Posts:
    29
    Hi everyone.

    Currently, I've trying this amazing tools, I just wondering that the SROptions can not auto display dropdown list on the panel. Have anyone faced this case and have the solution? Or something work around for this problem? Or I have to write that thing my own?

    Thanks in advanced.
    Vince. :D
     
  48. Simie

    Simie

    Joined:
    Oct 26, 2012
    Posts:
    454
    Hi, I'm not sure I understand the question. Are you talking about changing an enum via the options panel? Right now the UI shows a previous/next button that can be pressed to get to the desired value.
     
  49. rhodgson_unity

    rhodgson_unity

    Joined:
    Mar 5, 2020
    Posts:
    1
    Are there any plans to let us change the font in this plugin? Some of our team are finding it hard to read on smaller devices.

    Thanks in advance
     
  50. JVLVince

    JVLVince

    Joined:
    Jul 20, 2016
    Posts:
    29
    Thks for your reply, I mean for example a List<int>. Now, Im doing workaround like this.
    + I will create 3 var, one var is List<int> say myIntLst, and one is idx (for show on the srdebugger UI), and one for store the chosen list element, say tempEle.
    + Then I generate getter and setter for that idx, when idx change, I call the OnChangeProperty call back to set them tempEle (tempEle = myIntLst[idx])

    I just wonder that is there anyway to display a list as dropdown or something like that.
    Thanks in advance.
     
    floky likes this.