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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. Simie

    Simie

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    Hey, there is no way to change those button states via the API. It would be quite simple to add - I will add it to the todo list. FYI there is a built-in system for assigning keyboard shortcuts to certain actions available in the settings menu.

    For everyone waiting on the next update that I said was targeting mid-November - my apologies, but it will be a bit longer before I can get it ready to release. I'll post an updated ETA here when I can.
     
    Trost_ likes this.
  2. igorper

    igorper

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    Oct 29, 2018
    Posts:
    1
    Hi, I want to add copy data to clipboard when user click in System Information tab in custom category. How I can do this?
     
  3. jimmying

    jimmying

    Joined:
    Sep 20, 2017
    Posts:
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    Are there any demos regarding the type of clean up required when using the Dynamic Options?

    I'm getting the following error when I move away from the scene after dynamically adding options:
    I use the following to add the options:

    SRDebug.Instance.AddOptionContainer(container);


    Where container is an instance of DynamicOptionContainer.

    And then on my OnDestroy I use:

    SRDebug.Instance.RemoveOptionContainer(container);


    I've also tried removing the individual options in container before RemoveOptionContainer, and that didn't work either.
     
  4. jimmying

    jimmying

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    I've been doing something like this when I want some quick debug overlay:

    Code (CSharp):
    1.        
    2. SRDebug.Instance.AddOption(OptionDefinition.Create("Time", () => Time.time));
    3. SRDebug.Instance.PinOption("Time");
    4.  
    But how do I get the value to update? The documentation isn't clear regarding dynamically created options and how they can be updated.

    Also still would like answer to my above post.
     
  5. Simie

    Simie

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    Hey, sorry for the late reply. I wasn't receiving notifications from this thread for some reason.

    This is pretty strange, the SRDebugger game objects shouldn't be affected by scene changes as they are all grouped under a game object that has "DontDestroyOnLoad()" enabled. I will look into this and try and repro it locally.

    Options only update when there is an value change event or when the options panel is opened. With non-dynamic options this is done by the class containing the property implementing INotifyPropertyChanged. There's no way to trigger an update manually for dynamically created options at the moment. I'll add something for this in the next release.

    There's nothing built-in for this. If you wanted to implement it yourself you could modify InfoBlock to copy to the clipboard based on a press:
    StompyRobot/SRDebugger/Scripts/UI/Controls/InfoBlock.cs
     
  6. ManjitSBedi

    ManjitSBedi

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    Mar 8, 2014
    Posts:
    58
    Hi,

    UPDATE - I goofed with some conditionally compiled code. It is working now. D'oh

    I am in the process of setting up some debug options using SR debugger. I am having a problem with namespaces and accessing methods. The code will work when I run the game project in the Unity editor but when I try to export the build for iOS. I am getting multiple errors of the form:

    Assets/Scripts/SROptions.cs(113,25): error CS1061: 'GameManager' does not contain a definition for 'SomeDebugMethod' and no accessible extension method 'SomeDebugMethod' accepting a first argument of type 'GameManager' could be found (are you missing a using directive or an assembly reference?)


    Code (CSharp):
    1. private string managerName = "Game Manager Multiplayer";
    2.  
    3.     [Category("Game Section")]
    4.     public void DebugOption1()
    5.     {
    6.         var gameManager = GameObject.Find(managerName).GetComponent<GameManager>();
    7.         if (gameManager != null)
    8.         {
    9.             gameManager.SomeDebugMethod();
    10.         }
    11.     }

    Thanks in advance.
     
    Last edited: Feb 3, 2022
  7. duartedd

    duartedd

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    Posts:
    150
    Hello there is an error that comes up in webgl seems related rsrf debugger and stsarting up - - moight be related to the keyboard shortcuts or something - i disabled them and the null ref is gone now - running 2020.3.25f1 with new input system


    NullReferenceException: Object reference not set to an instance of an object.
    at SRDebugger.Services.Implementation.KeyboardShortcutListenerService.Awake () [0x00000] in <00000000000000000000000000000000>:0
    at UnityEngine.GameObject.Internal_AddComponentWithType (System.Type componentType) [0x00000] in <00000000000000000000000000000000>:0
    at UnityEngine.GameObject.AddComponent (System.Type componentType) [0x00000] in <00000000000000000000000000000000>:0
    at SRF.Service.SRServiceManager.DefaultServiceConstructor (System.Type serviceIntType, System.Type implType) [0x00000] in <00000000000000000000000000000000>:0
    at SRF.Service.SRServiceManager.AutoCreateService (System.Type t) [0x00000] in <00000000000000000000000000000000>:0
    at SRF.Service.SRServiceManager.GetServiceInternal (System.Type t) [0x00000] in <00000000000000000000000000000000>:0
    at SRF.Service.SRServiceManager.GetService[T] () [0x00000] in <00000000000000000000000000000000>:0
    at SRDebugger.Services.Implementation.SRDebugService..ctor () [0x00000] in <00000000000000000000000000000000>:0
    at System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters, System.Exception& exc) [0x00000] in <00000000000000000000000000000000>:0
    at System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters) [0x00000] in <00000000000000000000000000000000>:0
    at System.RuntimeType.CreateInstanceMono (System.Boolean nonPublic) [0x00000] in <00000000000000000000000000000000>:0
    at System.RuntimeType.CreateInstanceSlow (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) [0x00000] in <00000000000000000000000000000000>:0
    at System.RuntimeType.CreateInstanceDefaultCtor (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) [0x00000] in <00000000000000000000000000000000>:0
    at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic) [0x00000] in <00000000000000000000000000000000>:0
    at System.Activator.CreateInstance (System.Type type) [0x00000] in <00000000000000000000000000000000>:0
    at SRF.Service.SRServiceManager.DefaultServiceConstructor (System.Type serviceIntType, System.Type implType) [0x00000] in <00000000000000000000000000000000>:0
    at SRF.Service.SRServiceManager.AutoCreateService (System.Type t) [0x00000] in <00000000000000000000000000000000>:0
    at SRF.Service.SRServiceManager.GetServiceInternal (System.Type t) [0x00000] in <00000000000000000000000000000000>:0
    at SRF.Service.SRServiceManager.GetService[T] () [0x00000] in <00000000000000000000000000000000>:0
    at SRDebug.Init () [0x00000] in <00000000000000000000000000000000>:0
    at SRDebugger.AutoInitialize.OnLoad () [0x00000] in <00000000000000000000000000000000>:0
    UnityEngine.GameObject:Internal_AddComponentWithType(Type)
    UnityEngine.GameObject:AddComponent(Type)
    SRF.Service.SRServiceManager:DefaultServiceConstructor(Type, Type)
    SRF.Service.SRServiceManager:AutoCreateService(Type)
    SRF.Service.SRServiceManager:GetServiceInternal(Type)
    SRF.Service.SRServiceManager:GetService()
    SRDebugger.Services.Implementation.SRDebugService:.ctor()
    System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
    System.Reflection.MonoCMethod:InternalInvoke(Object, Object[])
    System.RuntimeType:CreateInstanceMono(Boolean)
    System.RuntimeType:CreateInstanceSlow(Boolean, Boolean, Boolean, StackCrawlMark&)
    System.RuntimeType:CreateInstanceDefaultCtor(Boolean, Boolean, Boolean, StackCrawlMark&)
    System.Activator:CreateInstance(Type, Boolean)
    System.Activator:CreateInstance(Type)
    SRF.Service.SRServiceManager:DefaultServiceConstructor(Type, Type)
    SRF.Service.SRServiceManager:AutoCreateService(Type)
    SRF.Service.SRServiceManager:GetServiceInternal(Type)
    SRF.Service.SRServiceManager:GetService()
    SRDebug:Init()
    SRDebugger.AutoInitialize:OnLoad()
     
  8. forthex

    forthex

    Joined:
    Jun 23, 2017
    Posts:
    3
    Hello,

    My team and I are trying to use the included Bug Reporter feature, but we haven't received any verification emails. We've waited multiple days, checked our spam folders, reached out to support, and even used multiple licenses.

    Any help would be appreciated.
     
  9. Simie

    Simie

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    Oct 26, 2012
    Posts:
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    Hey, I have just replied to your email. Sorry for the delay, I was travelling the past few days and was unable to access my dev tool. The verification email should now be in your inbox.

    I will look into this, thanks for the heads up.
     
  10. Meatloaf4

    Meatloaf4

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    Is there any way to sort categories by chance? Not to be confused with sorting options :).

    Currently, it looks like categories are sorted arbitrarily.

    Thanks in advance!
     
  11. Revolter

    Revolter

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    Mar 15, 2014
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    @Simie any solutions for OnPropertyChanged with Dynamic Options? Doesn't seem to work from my tests
     
  12. Simie

    Simie

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    Hi, I'm still working on the this for the next update. Apologies for the delay.

    Are you interesting in just sorting the categories alphabetically, or introducing a custom order?
     
    Revolter likes this.
  13. Meatloaf4

    Meatloaf4

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    Ultimately, a custom order would be best for my use case.
     
  14. Simie

    Simie

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    Hey, I went to implement this tonight and found there is already a way to do this.

    When you add a dynamic option via the API, you will get an OptionDefinition returned from the method.

    Code (CSharp):
    1. var myOption = OptionDefinition.Create("MyOption", () =>  /* get value*/, newValue =>  /*set value*/);
    2. SRDebug.Instance.AddOption(myOption);
    You can call a method that will notify the SRDebugger options panel that the value has changed.

    Code (CSharp):
    1. myOption.Property.NotifyValueChanged();
    If you call this whenever the value changes, it will always show the up-to-date value in the options panel.

    Does this suit your needs?

    I can do an alphabetical order easily enough - a fully custom order might be a bit trickier as there is no central list of categories that could define the order, it's just based on whatever order the properties are read using reflection. One workaround could be to add the order to the category name, e.g.

    Code (CSharp):
    1. [Category("1. Option Category 1")]
    2. public float Foo { get; set; }
    3.  
    4. [Category("2. Option Category 2")]
    5. public float Bar { get; set; }
    6.  
     
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  15. Revolter

    Revolter

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    @Simie yes, that should work, thanks. I'll try it out!

    Edit: It works as intended!
     
    Last edited: Mar 10, 2022
  16. james_cg

    james_cg

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    Nov 13, 2019
    Posts:
    17
    Hi, sorry to disturb.

    I used unity 2021.2.0f1, with the latest version of srdebugger,.

    It works great on pc. But on my iphone 11 promax, the console items cannot be clicked.
    I added some log, and found that in VirtualVerticalLayoutGroup.cs, the eventData variable in function OnPointerClick is not right: eventData.pointerPressRaycast.gameObject is null on my iOS devices. I think it would happen on android system, too.

    Is this an unity engine version related bug?
    Thx for attention.
     
  17. Meatloaf4

    Meatloaf4

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    Hey @Simie just wanted to check back / double check if the ability to layout options via numbering them has been implemented.

    Thanks so much in advance!
     
  18. Simie

    Simie

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    Hey, I've implemented alphabetical sorting for the next version so you'll be able to number your categories and have them show up in the right order. Sorry for the delay in releasing that, I've been struggling to find time to work on the update. Things are shaping up now though so I anticipate being able to get something out by early May.

    This is weird. Are you using Unity's new input system or the old (legacy) one? I'll try and look into this and see why it's happening.
     
    Meatloaf4 likes this.
  19. Revolter

    Revolter

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    @Simie, I was debugging a low end device and noticed that half the CPU time is devoted to SRDebugger Canvas updates (mostly RectMask2D stuff) and then in editor I noticed that the canvas is still enabled if I open / close the console. Do you think you could optimize this? It would help in performance testing.
     
  20. PeachyPixels

    PeachyPixels

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    I encountered that. What I found helped is to enable the "Unload on Close" setting on the Advanced Settings tab.

    Whilst it helps with performance, there are some trade-offs. For example, if you've filtered console output then this is lost when closing\opening SRDebugger.
     
    Revolter likes this.
  21. Simie

    Simie

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    You can also hold down the "close" button to completely unload the debug panel.

    Without that setting enabled, a normal tap disables the canvas, which should be removing all the rendering cost associated with the panel without completly unloading it. I'll see if something has changed with regards to that as it is definitely not intended to continue rendering at all when hidden.

    The info/warning/error filter settings will persist after the upcoming update, and will also sync between the main console window and the pinned console.
     
    Last edited: Apr 30, 2022
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  22. Simie

    Simie

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    Oct 26, 2012
    Posts:
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    Hey folks, I have submitted version 1.12.1 to the asset store.

    Here are the release notes:

    1.12.1
    ----------

    ** Minimum supported version is now 2019.3 **

    Features:
    - Background opacity can now be configured in settings (Settings/Advanced/Background Opacity)
    - Application ID will now be displayed in emails from the bug reporter (the ID set in Project Preferences)
    - New option to disable the welcome popup (Settings/Advanced/Disable Welcome Popup)

    API changes:
    - New API for changing the bug report handler. This allows you to implement a custom bug report endpoint without modifying SRDebugger source code. (SRDebug.Instance.SetBugReportHandler)
    - New API for changing console filter state (info/warning/error visibility)
    - New API for enabling or disabling error notification (SRDebug.Instance.IsTriggerErrorNotificationEnabled)
    - New API for checking if SRDebugger is initialized (SRDebug.IsInitialized)

    Changes:
    - Info/Warning/Error filter state now syncs between console tab and pinned console, and persists if debug panel is unloaded.
    - Option categories are now sorted alphabetically.
    - MonoBehaviors can now be added as an Option Container. Any properties or methods derived from MonoBehavior will be ignored.
    - Properties and Methods with [Browsable(false)] attribute will not be displayed in the options tab (applies to SROptions and Option Containers)

    Fixes:
    - (Options) Enum and Number property names are no longer truncated.
    - (Options) Improved error message when an unsupported property type is encountered.
    - Debug panel no longer consumes CPU resources rendering canvases when hidden.
    - Misc optimisations and bug fixes.
     
    Last edited: Apr 30, 2022
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  23. Gigacee

    Gigacee

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    Mar 4, 2015
    Posts:
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    Hi, this is a small report, I found a missing in BugReportPopover.
    This doesn't seem to be any problem but I was just curious.
    upload_2022-5-1_13-28-59.png
     
  24. Simie

    Simie

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    Oct 26, 2012
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    Thanks for the heads up, I'll remove that. It's a leftover from when not all versions of Unity that SRDebugger supported had access to Rect Mask 2D (for clipping scroll views).
     
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  25. PeachyPixels

    PeachyPixels

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    Feb 17, 2018
    Posts:
    713
    Hi @Simie

    Thanks for the update. Installed and it seems to be running well after some quick checks :)

    Regarding the above change... I can see the info\warning\error filters persisting between sessions (when Unload on Close is enabled) but the console keyword filter doesn't appear to persist. Not sure if that's a bug or counted as a feature request, but it sure would be good if it did.

    Also, did you ever get a chance to look at different colours for the Render & Other bars on the performance profiler please? The colours are quite close (hence difficult to distinguish) for people affected with certain colour blind combinations.
     
  26. james_cg

    james_cg

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    Nov 13, 2019
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    I used TouchScript Plugin, which implemented an input system. I guess this may be the problem. So has anyone else encountered this TouchScript(maybe) problem?
     
  27. Simie

    Simie

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    The sync of the info/warning/error filter options actually came about as a side-effect of adding an API to set them. I can add something else to persist the search filter as well, stay tuned.

    Oh, no, this had not occurred to me. I will look to address this in the next update, as an option in the settings window + a toggle in the SRDebugger panel itself.

    That would certainly be my best guess as to why you are seeing this issue, as I haven't seen anything like this happen with the built-in Unity input system. Perhaps the TouchScript developers might be able to give some idea as to why gameObjects aren't being provided with the input events?
     
    PeachyPixels likes this.
  28. PeachyPixels

    PeachyPixels

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    Feb 17, 2018
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    It's only a minor issue, but just updated to VS2022 and am now seeing this warning...

    StompyRobot\SRDebugger\Scripts\Settings.cs(577,39): warning CS0414: The field 'Settings._disableWelcomePopup' is assigned but its value is never used

    I think the compiler in 2022 is a little more fussy than 2019 as I don't recall seeing this before. The default assign of false is not required.
     
  29. james_cg

    james_cg

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    Nov 13, 2019
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    Thx a lot. I removed touch script, which used their own input system. And now SRDebugger is back to normal! Thx again!
     
    Simie likes this.
  30. Simie

    Simie

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    Thanks for the heads up, will address this in the next update.
     
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  31. Revolter

    Revolter

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    Mar 15, 2014
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    @Simie, how about adding support for more types to the options tab. For example: DateTime, Vector2, Vector3
     
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  32. MK1_Dev

    MK1_Dev

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    Sep 7, 2018
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    Hi. Is SRDebugger compatible with the Oculus Quest?
     
  33. dev_dash

    dev_dash

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    Jul 26, 2020
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    Im using this on android screen resolution 1440x3060.
    The problem is the trigger that is located at top-left corner is too small to touch it. It looks almost a dot.
    I think it's obvious to make this trigger scaled to the screen proportionally. And I can't find how to fix this in option.
    What should I do?
     
  34. Simie

    Simie

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    Oct 26, 2012
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    Hi, SRDebugger does have a world-space UI mode but it is up to you to setup scripting to position the UI. See the API docs for a bit more info: https://www.stompyrobot.uk/tools/srdebugger/documentation/#api

    // ADVANCED. Will transform the debug panel canvas into a world space object and return the RectTransform.
    // This can break things so only use it if you know what you're doing. It can be useful for VR, for example, attaching the panel above the user controller.
    RectTransform EnableWorldSpaceMode();


    The trigger button is supposed to scale with the physical size of the screen. upload_2022-8-6_18-34-8.png

    Is it possible your device is misreporting the DPI of the display? The DPI is visible on the System Info tab in SRDebugger.
     
  35. plan-systems

    plan-systems

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    Mar 8, 2020
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    Hi Simie,

    This has been a nice asset but there seems to be one issue.

    Basically, I would like to put this asset in my "Plugins" dir where I have a asmdef for the entire Plugins dir sine that is the fastest way to go). However, doing so causes SDR to blow up with errors etc. I've tried removing the asmdefs within it but that seems to have no effect.

    It appears that it is not conventional for an asset to include/assume it has it's own asmdef, causing it to not play nice in this kind of scenario.

    Kindly request to have this addressed.

    Thanks,
    Drew
     
  36. Simie

    Simie

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    Oct 26, 2012
    Posts:
    456
    Hi Drew,

    What errors are you seeing here? I just tried this and had no issues.
    upload_2022-8-15_20-46-20.png

    > It appears that it is not conventional for an asset to include/assume it has it's own asmdef, causing it to not play nice in this kind of scenario.

    It is not unusual for an asset to include asmdef files, and for UPM packages it's expected. Moving the asset around should work fine, however.

    Cheers,
    Simon

    EDIT: Oh, I missed the part about adding an asmdef for the entire plugins folder.

    upload_2022-8-15_20-50-28.png

    If you add these references to your Plugins asmdef file, that should fix the compile errors.

    Alternatively you can move the SROptions folder out into its own directory with the rest of your code - that is actually the expected usage, and why SROptions doesn't include an asmdef itself.

    If you don't plan to use SROptions and will instead be using options containers (or not use options at all), simply delete the SROptions folder.
     
    Last edited: Aug 15, 2022
    plan-systems likes this.
  37. plan-systems

    plan-systems

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    That's perfect, thank you!
     
  38. Johannski

    Johannski

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    Jan 25, 2014
    Posts:
    826
    Hey Simie,

    I'm really enjoying the package, but I have a UX problem: We now have quite a lot of cheats in different categories, and it takes therefore a considerable amount of time to scroll to the right cheat option. Is there a possibility to quickly jump to a category or collapse all categories in the the options tab?

    For the editor window, there is the foldout logic, which does help navigating the cheats. I added an additional context menu to the editor to easily expand or collapse all categories through the context menu, maybe that is something you would also consider useful for the main asset. Here is the code for it:

    Code (CSharp):
    1.     class SROptionsWindow : EditorWindow, IHasCustomMenu
    2.     {
    3.         // Add custom context menus to the window
    4.         void IHasCustomMenu.AddItemsToMenu(GenericMenu menu)
    5.         {
    6.             GUIContent expandAllCategories = new GUIContent("Expand all categories");
    7.             menu.AddItem(expandAllCategories, false, OnExpandAllCategories);
    8.  
    9.             GUIContent collpaseAllCategories = new GUIContent("Collapse all categories");
    10.             menu.AddItem(collpaseAllCategories, false, OnCollapseAllCategories);
    11.         }
    12.  
    13.         private void OnExpandAllCategories()
    14.         {
    15.             _categoryStates.ForEach(x => x.IsOpen = true);
    16.         }
    17.  
    18.         private void OnCollapseAllCategories()
    19.         {
    20.             _categoryStates.ForEach(x => x.IsOpen = false);
    21.         }
    22. ...
    Keep up the good work!
     
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  39. XEDORA

    XEDORA

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    Jul 8, 2015
    Posts:
    12
    Hey Simie,

    Using your asset for years, and it's one of my essential assets. Recently, I've encountered a bug. When SRDebugger is not initialized, If I reach to SRDebug.Instance, SRDebugger will initialize itself.
     
  40. Simie

    Simie

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    Oct 26, 2012
    Posts:
    456
    Hi, this is by design. If you want to check whether SRDebugger is initialized before calling SRDebug.Instance, you can do this:

    ```
    if(SRDebug.IsInitialized)
    {
    // Do stuff with SRDebug.Instance
    }
    ```
     
  41. AnthonyBall

    AnthonyBall

    Joined:
    Aug 19, 2014
    Posts:
    4
    Would it be possible for SRDebugger to "know" about VR screens?

    As a test I installed the VR packages to Unity and activated it in the editor play screen (with both screens being simulated) - the SRDebugger overlay went over both "screens".

    upload_2022-9-20_18-35-44.png
     
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  42. Simie

    Simie

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    Oct 26, 2012
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    Hi Anthony,

    VR is a difficult case to provide generic support for, as each setup can be quite different. There is an API call provided to convert the debug panel into a world-space UI object, which you can then manipulate via script to attach to something e.g. the controller/hands. I've heard from some users they have had good success using SRDebugger with VR applications via this method.

    https://www.stompyrobot.uk/tools/srdebugger/documentation/#available-methods

    RectTransform EnableWorldSpaceMode();

    I hope this helps!
     
  43. Meatloaf4

    Meatloaf4

    Joined:
    Jul 30, 2013
    Posts:
    183
    Is there an easy way to increase the size of the trigger that opens SRDebugger?

    I'm not sure if there is an outstanding bug here, but the trigger size seems very small on screen.

    I've attached an image for reference as to how small it is. Currently, I'm on version 1.11 of the asset.

    I'm seeing that I may be having the same issue as mentioned here https://forum.unity.com/threads/srd...-and-bug-reporter.296403/page-14#post-8342313

    Attaching additional image of System Information. Thanks in advance!

    upload_2022-10-21_10-48-11.png
     

    Attached Files:

  44. vtihonyuk

    vtihonyuk

    Joined:
    Feb 28, 2022
    Posts:
    7
    Hi, I'm experiencing issue after calling SRDebug.Init() on iOS

    NullReferenceException: Object reference not set to an instance of an object.

    at SRDebugger.Services.Implementation.SRDebugService..ctor () [0x00000] in <00000000000000000000000000000000>:0

    at System.Reflection.RuntimeConstructorInfo.InternalInvoke (System.Object obj, System.Object[] parameters, System.Boolean wrapExceptions) [0x00000] in <00000000000000000000000000000000>:0

    at SRF.Service.SRServiceManager.AutoCreateService (System.Type t) [0x00000] in <00000000000000000000000000000000>:0

    at SRF.Service.SRServiceManager.GetServiceInternal (System.Type t) [0x00000] in <00000000000000000000000000000000>:0

    at SRF.Service.SRServiceManager.GetService[T] () [0x00000] in <00000000000000000000000000000000>:0

    Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.

    at System.Reflection.RuntimeConstructorInfo.InternalInvoke (System.Object obj, System.Object[] parameters, System.Boolean wrapExceptions) [0x00000] in <00000000000000000000000000000000>:0

    at SRF.Service.SRServiceManager.AutoCreateService (System.Type t) [0x00000] in <00000000000000000000000000000000>:0

    at SRF.Service.SRServiceManager.GetServiceInternal (System.Type t) [0x00000] in <00000000000000000000000000000000>:0

    at SRF.Service.SRServiceManager.GetService[T] () [0x00000] in <00000000000000000000000000000000>:0
     
  45. Simie

    Simie

    Joined:
    Oct 26, 2012
    Posts:
    456
    What version of Unity are you using, please?

    Hey - does this happen on device or just in the editor? I'm wondering if there are some DPI scaling issues in the editor. In theory the trigger is meant to be 1cm by 1cm, no matter the size of your screen. But in some cases the scaling can be off due to Unity reporting incorrect DPI.
     
  46. barancankulaz

    barancankulaz

    Joined:
    Apr 11, 2020
    Posts:
    3
    Hey I just updated my game API level 30 to 31 and SRdebugger started gave error when try in device. Everything is okey in the Unity editor. You can see error attached. I already tried remove and reimport SRDebugger. Unity version is 2021.3.2f1
     

    Attached Files:

  47. plan-systems

    plan-systems

    Joined:
    Mar 8, 2020
    Posts:
    44
    Hi, I'm getting this error that seemed to show up out of nowhere and not happy how much time I'm losing on this.

    2021.3.16f, macOS 10.14
     

    Attached Files:

    Last edited: Jan 11, 2023
  48. plan-systems

    plan-systems

    Joined:
    Mar 8, 2020
    Posts:
    44
    Also, are there any docs or instructions that show how to instantiate SRD (rather than have it load via Resources on demand)
     
  49. Simie

    Simie

    Joined:
    Oct 26, 2012
    Posts:
    456
    Please try re-importing SRDebugger - you can delete the StompyRobot/SRDebugger and StompyRobot/SRF folders, leaving the 'usr' folder untouched (as this contains your settings), then import the package again.

    You can disable SRDebugger auto-loading via the settings menu
    https://www.stompyrobot.uk/tools/srdebugger/documentation/#general

    Then SRDebugger will only initialize when you call `SRDebug.Init()`

    Sorry for the late reply, I missed this message. Can you also try reimporting SRDebugger following the steps above? If that doesn't work, this sounds like it could be a Unity bug as there is no Android-specific code in SRDebugger regarding resources.
     
  50. pretender

    pretender

    Joined:
    Mar 6, 2010
    Posts:
    865
    Hello,
    i am tryinhg to add NumberRange to debug options, i made partial class SROptions, added NumberRange proprety and everything works good except when dragging left and right, numbers change in the control but it doesn't update value
    here is the code i have:


    Code (CSharp):
    1. private float _rangeSensitivity;
    2.    
    3.     [Category("Ranges")]
    4.     [NumberRange(0.1, 200)]
    5.     public float RangeSensitivity
    6.     {
    7.         get
    8.         {
    9.                 return _rangeSensitivity;
    10.            
    11.         }
    12.         set
    13.         {
    14.            
    15.               _rangeSensitivity= value;
    16.                 OnValueChanged("RangeSensitivity", value);
    17.         }
    18.     }
    also is there a possibility to add this control but with options like this:

    _options.Add(OptionDefinition.Create("some_control",
    () => something(),
    (newValue) => something.else = newValue,
    Category
    ));

    thank you!