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Unity-Runtime-Debugger

Get Logs, Warnings, Errors, Full Stack Traces, FPS, and disable/enable objects at runtime to find problem GameObjects. All Stacktraces can be copy and pasted.

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#Setup:

  1. You can just download from Zip and take the Debugger folder and drop it into your project.
  2. Grab the Debugger Prefab and drop it into a scene. This object is marked as Do Not Destroy on scene change. If you wish to change that just toggle the bool in the component as true.
  3. Set the button you want to activate the debugger.
  4. Use it!

#Tree View

You can disable and enable any gameobjects in the scene EXCEPT the camera or the debugger object you will crash the game. This helps find scripts on GameObjects that are causing problems.

#FPS View

The FPS View and the Tree view are made to go together. If you notice your FPS is down, you should disable objects until you find which one is the problem.

#API:

Some people have requested to toggle the debugger not by a keyboard but by anyway they want. The API for that is simple. Just GetComponent(); from the Debugger GameObject and call public void ToggleDebugger();

Example:

private Debugger m_DebugMenu;

void Start()
{
  m_DebugMenu = GameObject.Find("Debugger").GetComponent<Debugger>();
  if(m_DebugMenu == null)
  {
    Debug.LogError("Could not Find Debugger");
  }
}

///now just call the method below in your code somewhere.
m_DebugMenu.ToggleDebugger();

#Tests:

There is a test script in the project to show how it works. You can just add that and it will do logs, errors, warnings in intervals of 2 seconds. I used this as a unit test.

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