Debugging is a methodical process of finding and reducing the number of bugs in a game, thus making it behave as expected.

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3
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1answer
27 views

How can I Debug.Draw different shapes in unity?

I want draw new shapes in Sence for example I want Debug.DrawSphere can I Debug.DrawCollider? Is possible that I Debug.DrawSphereCast
1
vote
1answer
109 views

Rigidbody stuck on the edge of two colliders

could You please help me with that weird bug? I've seen other people's posts about that bug, but I couldn't really understand how to fix it. As You can see, the boxes are standing right next to each ...
0
votes
1answer
44 views

LibGDX: creating actor conformed by other actors

I am making my custom actor class, made up by 3 actors(oneProgressBar, one Label and one TextButton), because I will be using this many times, so it's not a good idea to create 3 of that actors when I ...
3
votes
1answer
249 views

Why is GameObject.FindGameObjectsWithTag returning null?

I'm currently working on refactoring my gravity simulator, but I'm running into a problem. I have two GameObjects, both tagged with the tag "Body", as you can see below: I'm attempting to cache a ...
1
vote
2answers
36 views

Unity get more than 2 lines of log height

Unity does only display 2 lines in height for each log, at least with the default settings. I couldn't find a menu, where I could change this. I want to display a matrix, and I need to see the log ...
0
votes
0answers
14 views

XCode debug visualizers for Unreal engine 4.10?

Are there any debug visualizers (.natvis file) for XCode? I would like TMap/TSet to display correctly in XCode using Unreal Engine 4.10. I followed this thread to have them working in Visual Studio ...
1
vote
1answer
34 views

Why do I get 3 lines of log at Monitor.exe when using Debug.Log in Unity?

I'm debugging a real device. In a GUILayer.Button I've put a single Debug.Log() message, like in this code Code: if( GUILayout.Button( "Click to Test." ) ) { Debug.Log( "XAVI Clicked!" ); } ...
4
votes
1answer
4k views

Android emulator with acceleration and gyroscope simulation [closed]

Is there an Android emulator that is compatible with eclipse that can simulate acceleration and tilting of a mobile device?
3
votes
2answers
157 views

How to stop deltaTime while debugging

Framework: LibGDX IDE: Android Studio Game based on Kilobolt tutorial While debugging, the frame delta time i get using Gdx.graphics.getDeltaTime()continues to increment so when i stop debugging ...
0
votes
0answers
34 views

Disable OpenGL NVidia Driver Optimization During Development

I've noticed while looking at gDebugger that sometimes what I dispatch as draw calls never actually show up in the logger. I assume that there is some driver level optimization going on here; so is ...
4
votes
1answer
90 views

Getting unity to act the same way in a test as it does during runtime

I've just started using unity tests with the built in editor tests. After making my test and finding out that it constantly failed I debugged the code and found that a static object was set to a new ...
0
votes
1answer
82 views

When using Unity 5, is there a way to print/save/identify the last n lines of code that were executed at a specific point?

So, here is what I am after. Is there a way to identify which were the last n lines of code that were executed in Unity 5 (with C#) at a given point of the game? I know I can use Debug.Break() to set ...
0
votes
1answer
69 views

AS3 .hitTestObject() not working with Tween function

(This was originally in an other senction but many told me to ask here, hopefully someone can answer this) I am having a major problem in my new browser app. Okay so I made game where different cubes ...
2
votes
1answer
105 views

In Unity, why does my IndexOutOfRange exception disappear when trying to debug it?

I don't get errors when playing from Unity "Game" tab. But when I build an executable (development or not) it stucks. I get "IndexOutOfRange" exception. Which also magically disappears (yes) when I ...
0
votes
0answers
20 views

Changing game variables through network in run time for debugging

I want to implement a system in my game that will allow me to change in game parameters on runtime through the network. Lets say my game is running on a ps4 or xbox one, I want to be able to register ...
6
votes
1answer
3k views

Atmospheric Scattering

I'm trying to implement atmospheric scattering based on Sean O`Neil algorithm that was published in GPU Gems 2. But I have some trouble getting the shader to work. I've downloaded sample code of ...
3
votes
1answer
75 views

How to debug a DirectX crash on client machine?

I have customers who are experiencing crashes which I can't reproduce on my machine. From the minidumps they sent over, it appears that their crashes all seem to be in unexplained Direct3D calls, ...
1
vote
0answers
621 views

Unity game debugging on Xcode

This question has two parts: 1. How to get meaningful information out of Xcode crash logs? The game runs fine on the editor but when running on an iOS device it crashes and then gives information ...
0
votes
1answer
37 views

For whatever reason, when a certain boolean variable is true, the Unity editor crashes

So in my game I've got a timer script, which counts down unless the game is paused, but whenever the variable for pausing is true, something in the timer script makes the editor itself crash, and I ...
1
vote
1answer
24 views

Function messages wont send when identical conditions will message to activate another function

So in working with my game, there aren't any syntax or compile errors, but there's this one bug that I've been working on to fix for a few days on and off and I can't seem to make heads or tails of ...
2
votes
1answer
81 views

Working around the current sad state of mobile GPU drivers

I'm working on a OpenGL ES3 app for Android: for various reasons, I decided to roll my own mini-OpenGL rendering engine. So far so good. Problem is, the GPU drivers in the mobile industry are such ...
1
vote
1answer
635 views

How to debug a 2D arcade game easily?

I am trying to learn pygame. In order to do that, I have downloaded one of their examples : http://rpg-world.googlecode.com/files/rpg-world-src-0.93.tar.gz And started to run it in debug mode. ...
1
vote
1answer
72 views

How to debug a GLSL shader? [duplicate]

I cannot find any tutorial in Google and Youtube. I have a C++ program that uses OpenGL ES 2.0 API to render something on the screen. How can I debug my shaders? Any step-by-step guide? What is the ...
0
votes
1answer
87 views

How to store each rendered frame as image in libgdx for debugging

I have a libgdx screen's render method where I am executing lots of for loops and drawing various shapes on screen in thoese loops. Also I am manupulating (x,y) of each shape at runtime to acheive a ...
1
vote
0answers
74 views

How do I get line numbers in a unity headless server's stack trace?

For some reason Unity 5 doesn't allow me to do a developement build of a headless server, and this is quite a problem when debugging, since I get stack traces without line numbers, such as: ...
3
votes
6answers
8k views

Why do my point lights disappear when another nearby light is above 1.85 range?

I'm making a game with a dungeon setting in Unity 3D. Many torches line the walls. I'm using a point light over each torch to simulate the flame. However, when two torches are across from each other, ...
1
vote
2answers
253 views

Can I develop a game for Kinect without a Kinect?

I have to make a game in Unity3D using Kinect. The problem is I don't have the Kinect yet. I need to wait until they deliver it to me. Can I imitate Kinect's movement for debugging my app?
19
votes
7answers
1k views

How do you get useful data from playtesters? [closed]

There are a few types of feedback you can get from playtesters, and I wonder how to best gather data for each of them... Crash Reports. When my C++ game crashes while someone is playing it, how do I ...
6
votes
1answer
2k views

How to profile CPU and GPU performance if I have a monster PC?

I'm going to upgrade my PC soon. I'm worried that I will no longer spot performance losses in my game because of the better specs. I can check memory usage easily, but how do I check and debug CPU ...
1
vote
1answer
159 views

How to diagnose the problem when the input assembler and the vertex shader look correrct, but the Output Merger is wrong? [closed]

I'm porting some OpenGL code to Direct X 11. I ended up with nothing being drawn on the screen. I reverted to a simple program, which I am writing about here. I'm now trying to use the Graphics ...
1
vote
0answers
721 views

Leaderboard Testing on Google Play Services

I have a shared Google Play Developer account so that he allowed me to publish a game app. Next, I want to know if in order to test the online highscore is to upload the APK and publish it first ...
1
vote
1answer
84 views

TypeLoadException when running a Monogame Windows Phone 8 game

Using Monogame, I'm trying to port a game to Windows Phone 8, but I'm having issues getting a basic example to run. When I create a basic Mono project and run it on my phone (to check everything's ...
1
vote
2answers
175 views

2D Lighting Glitch

I've been working on a game in Java, and recently I decided to try out my game on a netbook just to see how it would run. While I do get a constant and decent FPS, it appears that my lighting ...
4
votes
2answers
871 views

Debugging/Logging Techniques for End Users

I searched a bit, but didn't find anything particularly pertinent to my problem - so please do excuse me if I missed something! A few months back I inherited the source to a fairly-popular indie game ...
0
votes
0answers
130 views

Libgdx project “Not Responding” when in debug mode

So the problem I am encountering is that whenever I attempt to debug my Libgdx desktop project and Android project the "app" is constantly "frozen" or "Non responding." By this I mean that I cannot ...
1
vote
1answer
229 views

What's the best way to handle numerous recurring log entries in game loop?

I have a custom logging system, use of which is scattered all over the engine and game. The system is linked to a "LogStore" that has an std::vector<string> logs[NUM_LOG_TYPES] - each vector ...
2
votes
1answer
1k views

Is there a way to view all colliders in a unity project at runtime (after the game have been deployed)?

I'm have created a small Unity project but physics has weird behavior (bug). Unfortunately it only happens on some specific hardware (after build), not on development machine. I don't know what is ...
1
vote
0answers
2k views

Checkers make move and take move algorithm

I'm coding a checkers game and I encountered a problem and I'm 99% sure is about how the move is done and taken back. The structure of my game data is: an 8x8 array containing my board squares. ...
0
votes
1answer
776 views

Level loading works in Unity editor, but quits when deployed

In my level selection screen, all but the first level start out locked. When I click on a level, it loads perfectly in Unity editor. However, when I build the game on a real device, the game stops as ...
3
votes
2answers
354 views

Efficient way to output/display debugging data in a window

I'm writing a program in Visual Studio, C++ with OpenGL and for the first time, I think it will be beneficial to see some live data on top of my display/render window. To give some scope, I'm ...
0
votes
1answer
367 views

DirectX debugging: Graphics Pipeline Stages: Input Assembler: “No mesh available for stage”

My question is basically why VS2012 tells me that there is no mesh available for the Input Assembler stage because if I click on the DeviceContext next to the Draw call in the Grahics Event List the ...
0
votes
1answer
2k views

Unity/VS debugging only with UnityVS?

Hi, this one thing isn't clear to me: Is it possible, to debug C# of Unity 4.3 with Visual Studio 2013 without any plugin? If no, what or how else should I debug then?
0
votes
1answer
99 views

How to debug Android App Eclipse? [closed]

Ok. So while this isnt a programming question. I wanted to know how do people debug apps? How do you view log cat, and where these exceptions are thrown etc? And do I need to run the app on the ...
0
votes
1answer
44 views

Android Live Testing

I am making a game for android and in it I am using sensors which are not available in the emulator. At the moment I am connecting my device and transferring the apk, then installing to test but that ...
5
votes
4answers
762 views

Debugging tips? [closed]

I'm new to games programming and I'm working on a C#/XNA project. Something I'm spending a lot of time on is debugging. Obviously as games run in a loop finding the exact iteration that a bad ...
5
votes
1answer
123 views

Is it possible to show vertex information in tables in VS2012 like in PIX?

In PIX I was able to watch the objects' vertex data at different stages in tables, like before vertex shader, between vertex and pixel shaders, and so on. Can you see this in Visual Studio 2012 ...
-1
votes
2answers
161 views

Velocity deacceleration working incorrectly

Basicly, I've tried to code velocity into my game, which works sort of. The deaccelaration works sort of, but not correctly. The problem is, that the positive values, decreases just fine and dandy to ...
7
votes
2answers
1k views

Scrolling Box2D DebugDraw

I'm developing a game using Box2D (javascript implementation - Box2DWeb), and I would like to know how I can pan the debug draw. I know the usual answer is - don't use debug draw, it's just for ...
1
vote
1answer
74 views

How can I show information from a variety of sources in my debug menu?

I'm creating a debug menu, and I want to be able to show a lot of information (variables) on that menu. This information will come from a lot of classes (instances). How can I show a lot of ...
4
votes
1answer
2k views

Bullet physics debug drawing not working

Background I am following on from this question, which isn't answered yet. Basically I have a cube and a UVSphere in my scene, with UVSphere on the top of the cube without touching the cube. Both ...