I am having issues with the Debug functionality in Flowcanvas.
My scenario is as follows:
I have a sphere that I move with left and right arrows.
in the screen attached you can see that I set 3 breakpoints
If I set only breakpoints 1 and 3. Unity pauses the game(that is fine) but I have no visual feedback on the flow canvas screen as to where the system pauses. 1 or 3?
If I set breakpoints 2 and 3 only. I start to press the left or right arrows and the Unity does not pause… I can see the flow yellow arrows flashing and passing through all the nodes but it just does not stop(it should pause in breakpoint number 2). But then when I hit the trigger the unity pauses the game(that is fine) but again there is no visual indication in flow screen canvas where the system paused. Well we can basically assumed it paused in the trigger(breakpoint 3), but that is not ideal. If then I press button B(see screenshot) I start seeing that the flow actually comes from breakpoint 3. Then I am still in paused game if I press button A(see screenshot) to release the pause and continue playing, the flow in the upper part of my example keeps flowing and flashing yellow even if I am not pressing any left or arrow keys or even if I am pressing the right arrow key it continues moving to the left.. it becomes no responsive at all
Thanks in advance for your support in this issue
chocolacode
OK, so I’ve changed the code a bit so that the breakpoint node now get’s highlighted as well as the breakpoint console log provides a bit more info for which node triggered the break. If you want I can send you the changes to your account email (or some other email).
The reason why breakpoint (2) does not work, is because breakpoints can really only work with nodes that have “Flow” ports and not only “Value” ports, since only Flow ports are really get “Called”. I will remove the ability to add breakpoints in such nodes that does not work. Thanks for reminding me of this 🙂
yes, please send me the changes to my email in the account. Does this will fix the issue that the flow script keeps running even when I am not pressing any key?
Hey,
I’ve send you the email now.
Regarding the issue that the flowscript keeps running I honestly wasn’t able to somehow reproduce it :/
Can you reproduce it on a simpler graph with some steps so that I can better take a look at the issue?
The scene consists of a sphere that can be moved with left and right arrows.
1.Just start moving the sphere and hit the CubeTrigger Object.
The flow script should reach a breakpoint and unity will pause the game.
2. Un-pause the game and you will see the issue. Sometimes the issue appears after second or third time…
Hello again,
Thanks for the package.
I tried and did what you said, but I can’t come up with an issue where the Input Event get’s stuck no matter what I do :/
Thanks for taking the time for testing this. Just to let you know that I have a unity personal license, latest version of unity and latest version of flowcanvas. In my project I reproduced it I have only flowcanvas asset, that’s it.
Hey,
I’ve test in Unity Pro 5.4. I don’t think Personal or Pro have any difference at all though. It’s practically the same c code behind.
Please let me know if it works (or not) on a fresh install in case you try that out.
Thanks again and sorry I can’t replicate the issue :/
Hi there,
I found out that the issue is related to the unity game tab. It happens when the game tab is docked but not when maximized or undocked. So no issue in flowcanvas side 🙂
Cheers!