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Record bugs where they happen: in development builds, on your testers' machines, and open the file in the editor to rewind it.
Added
- Recording in development builds. A development player records from its first scene and saves a
.hindsightfile withF10orHindsight.SaveRecording(); the editor opens it on the same scene. 30 seconds in a 64 MB ring buffer by default, tunable withHindsight.ConfigurePlayerRecording()or-hindsight-*command-line arguments. Release builds still contain no recording code. - Debug shapes.
Hindsight.DrawLine,DrawRay,DrawSphere,DrawBoxandDrawTextrecord shapes on the current frame, like Unreal's Visual Logger, and the Scene view draws them at the displayed frame. Removed from release builds likeHindsight.Bookmark, no allocation. - Animators. The current state of each layer and every parameter of each recorded Animator, in the panel, the graph and Find when.
- Messages from other threads. Errors and warnings from jobs, threads and async code become timeline markers.
Changed
- A scene that stands still costs less than half as much to record: 10,000 quiet objects take 0.010 ms per frame.
- The recorder moved to its own assembly,
Nekuzaky.Hindsight.Recording, compiled only in the editor and in development builds. Recordings are saved in format 2; format 1 files still open. - In the graph list, a Rigidbody's speed is now called Rigidbody speed.
Fixed
- An object reusing the slot of a destroyed one no longer shows the destroyed object's past.
- Damaged
.hindsightfiles are refused with a clear message instead of crashing the Open command or reserving gigabytes. - Find when
Speed > 4searches a tracked field or Animator parameter namedSpeedbefore the Rigidbody velocity. - In development builds, the command line has the last word over
ConfigurePlayerRecording.
Install
https://github.com/Nekuzaky/Hindsight.git?path=Packages/com.nekuzaky.hindsight#v1.2.0
Unity 6000.3 or newer. Full notes in the CHANGELOG.