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Debug Options
Allows you to read important live data to help you debug your game.
Preload Info (console): Shows in the console all the GameObjects that were preloaded before the battle starts.
Emulate Network Game:
Display Debugger Info On Screen: Enables the debug mode for characters (spawns 2 text fields near each corner).
Display In Training Mode Only: Enable this to have the debugger info only be displayed when playing in Training Mode.
If you want to change the position of your debugger a script can be found HERE
Player 1/2 Debugger
Move Info: Displays the move being played at the moment.
Position: Displays the position of the character on screen (Vector3).
Life Points: Displays the current life points (as an integer).
State: Display the current player state from
MoveInfo.PossibleStates (Stand|Crouch|StraightJump|ForwardJump|BackJump|Down)
SubState: Displays the current player sub-state from
MoveInfo.SubStates (Resting|MovingForward|MovingBack|Blocking|Stunned)
Combo Hits: A live feed from the current combo (a tutorial on how to add this to the actual game combo display can be found
here).
Combo Damage: The current damage being dealt in a combo.
Input Held Time: A direct feed on how long each input is being held for.
Move Execution (console): Shows the result input after successfully executing a move.
[Fuzzy A.I.] Weight List: (Requires
Fuzzy A.I.) Shows the movement decision weight made by the A.I. during its gameplay.
Network Info (requires Network addon)
Ping: Displays the package query (ping) between the 2 clients over the connection.
Frame Delay: Displays the amount of frames between input and execution during a network game (input delay).
Current Local Frame: Display the current local frame in relation to network data.
Current Network Frame: Display the current network frame in relation to local data.
Connection Log (console): Shows all sorts of stats in the console when a connection is attempted.
Start Game Immediately: Skips all menus and go directly to the battle.
Skip Loading Screen: Skips the loading screen before battle (first play may cause asset loading hick-ups).
Player 1/2 Character: In case the option above is enabled, the selected characters that will start the battle.
Player 1/2 CPU Controlled: Select the player(s) that will be CPU controlled.
Play in Training Mode: When toggled, the game will act as if it were in Training Mode.
Code access:
UFE.config.debugOptions
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