After having a lot of problems with debugging physics in Unity - where Debug.Log() does not help much - I decided to develop an editor extension that would allow me to visualize the data. Goal was for it be be compact so the play area is not obscured and it had to have replay features since some bugs appear only so often. Some other useful features were added along the way, as seen on the list below.
Features:
✓ Single line use → Grapher.Log();
✓ Graph, log to file and log to console at the same time.
✓ Replay immediately after exiting play mode, or later from file.
✓ Graphs and replays multiple variables concurrently.
✓ Supported types: float, int, bool, enum, List, Array, Queue, Vecto2, Vector3 (IEnumerables and Vectors are displayed as multiple channels).
✓ Manually and automatically adjustable horizontal (time) and vertical (value) resolution.
✓ C# source code included.
✓ Documentation.
An update: I am be giving out four Grapher voucher codes for free to four users that first to respond to this thread.
Those of you that do get the vouchers - if you find time, I would be happy to get some kind of feedback in return - be it via email or a review - so I know what users think about the asset and get the v1.1 out as soon as possible, and fix any possible bugs that might slipped past.
That’s it for now. If anybody finds any bugs, has any suggestions or problems - fastest way to contact me is through support e-mail on the publisher site: http://u3d.as/hjt
You could output whatever. I mostly use it for debugging vehicle physics that I am developing at the moment, such as spring, dampers, power, torque, etc. That is mostly the reason I decided to make Grapher in the first place.
I just added demo video for the asset. Unfortunately, since this is Editor Extension I can not make a WebGL demo - but I hope the video gives you a better idea what the asset is about.
I noticed in your readme included in the asset folder that you state that we must move the asset to the Editor folder, due to the Unity Asset Store policy. However, wouldn’t it be easier to include an Editor folder within the Grapher folder for the scripts which need to be placed there, like other assets do?
If I do as you say and put the entire Grapher folder in an Editor folder, I can’t build then, or access Grapher.Log.
Also, the asset comes with some inconsistent line endings as well as an unused variable in the DataProvider script. Easily fixable, but thought I’d just let you know.
I’ve given the asset 5 stars in the review. Thanks again.
Thank you for your suggestions. I will look to implement them, along with the bug fixes, in v1.1.
That unused variable and line endings must have slipped while doing last moment changes. It is interesting that line endings are problematic since I only use Win7 and VS2015 and yet they become incosistent.
Hopefully you still check this thread. I bought Grapher recently and it’s been tremendously helpful (I’ve been using it to develop vehicle physics like you, although in my case it’s aircraft). It has all the features I needed and all the simplicity I crave. However, I have a problem.
I’m using the last edition of Unity 5. If I move the Grapher folder to the Editor folder, it doesn’t seem to work. If I leave it as is after importing, it works perfectly, but I can’t build. When I try to, it throws errors about the Unity Editor namespace not existing in the context of Grapher scripts and things like that (I can post the specific errors tomorrow, I can’t access my work PC right now).
I would like to know how to fix this, so I don’t need to delete/reimport Grapher every time I want to make a build.
Hello,
I have managed to reproduce this with the newer version of Unity too earlier while working on my other asset, NWH Vehicle Physics, in which I use grapher for debugging. My guess is that it should be in the editor folder but due to the fact that it is a static class does not get found. Will look into it and upload an update through the next few days.