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In Edit mode, the initial value of the variable is ‘InCar’, and it will be changed to ‘OnFoot’ using Send Event Message node.
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In Play mode, you can see that it has changed to ‘OnFoot’ value, but the Blackboard variable is still displayed as ‘InCar’. That is, we can see that the execution result is not reflected in real time. This is different from how Unity Inspector works.
Therefore, in order to debug, we should not check the Blackboard variable, but look at the graph directly. If we use Shared Blackboard and use multiple Subgraphs, we will have to go through all the graphs to check the current execution state every time.
I hope that Behavior’s Blackboard and Inspector work in the same way as Unity Inspector.
Hi @MOBILIN ,
Unfortunately debugging currently doesn’t blackboard variables. We’re planning to extend the debug features in early 2025, but for now if you want to see the values I suggest you expose them and check the inspector on the game object. Sorry about that.
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As I started developing in earnest, I felt the urgent need for Debugging functionality.
For example, let’s say I need to debug OnUpdate() of two Action nodes in Subgraph.
Currently, there is no way to check the variable value other than printing Debug.Log in OnUpdate().
However, it becomes very frustrating when I try to see more than two of these values.