Grapher - Visual Debugging, Logging and Replay | Editor Extension

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.

Demo video:
https://www.youtube.com/watch?v=4x9GvQKiV0Y
Screenshots:

Docked in the Editor:

Different time scales:

Replay capabilities outside of play mode:

Console output:

Settings window:
3016496--225140--2017-03-09_11-38-09.png

Now available at Unity Asset Store

Hope it will be useful :slight_smile:

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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.

This looks very useful!

Check out your PM, I sent you the voucher :smile:
There goes first…

Thanks!

great news thanks for this

Interesting system indeed.

I’d have a use for something like this.

Check out your inbox folders :slight_smile:

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

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Thank you, will make great use of math functions outputed graphically.

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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.

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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 decided to make this asset free.
Enjoy.

3 Likes

Hi there, thanks for making the asset free.

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.

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Hello NWH!

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.

Thanks!

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.

Wow, thank you for the very fast answer! I look forward to the update, but even in its current state Grapher is being incredibly useful, thank you!

Grapher is getting an update to make it compatible with the new InputSystem. Changes:

  • Grapher.Log() calls can now be left in the code and will not cause errors on build.
  • Added support for InputSystem. Now both InputManager (old) and InputSystem (new) are supported.
  • Move to Editor folder no longer required.