Is it possible to change the layout of the options? For instance by default, options are displayed horizontally across the bottom left. I found how to change the general option position to be top-right but, ideally, I would like the individual options displayed vertically, from the top-left down the left edge of the game window.
Thanks! I’m really impressed with SRDebugger so far.
Nide debug menu. I will probably stop using my own stuff. lol,
Question, is there a possibility to update values inside the option menu or pined menu?
For example I have a script who change the values inside an Update.
I want to show the updated value using the Debug Window every frame.
Very related, the UI doesn’t respect notches or cornering, this makes it impossible to use certain panes/tabs such as the console logging filters and error/warning/info toggling. I believe unity returns the scree safe area at runtime at least so possibly the anchoring of the canvas could respect this at runtime?
A minor but useful addition would be reporting mono memory growth per second in the profiler (which gives an indication of GC allocation rate) rather than having to guesstimate in your based on current MB usage vs last time it updated.
4.) I’d love to add a custom InfoBlock for specific game related info I’d like to surface in the system tab, but I couldn’t see it in the docs and on a semi quick glance at the code it’s not immediately obvious how to extend the system to allow this in the statistics panel.
5.) If using warnings as errors (smcs.rsp), SRMonoBehaviour will fail to compile while building due to some news on inherited members which no longer hide them
Congrats on making one of the rare truly high quality assets out there!
I’ll also take a look into those warnings, thanks for the heads up.
Simie
EDIT: I see you’re testing in-editor. The scaling behaviour should be more reasonable when on an actual device due to how the editor handles Screen.dpi.
I notice you have notches in your editor window, is that a custom tool or a new Unity feature? I’d be very interested in having something like that for testing.
@Simie I threw together some code for the allocation per second metric I wanted, feel free to copy or write your own if you think the feature altogether makes sense:
private DataVelocity _dataVelocity = new DataVelocity();
public void TriggerRefresh()
{
_dataVelocity.AddDatum(Time.realtimeSinceStartup, currentMb);
MBPerSecondText.text = "<color=#FFFFFF>{0:f3}</color>MB/S".Fmt(_dataVelocity.GetVelocity());
}
@Simie re. device overlays, no this is custom stuff we wrote for ourselves, it’s pretty simple but can get more complex if you want to write a useful backend for managing it all, the basic approach is, use a hidden monobehaviour to render an overlay custom texture (which is the iPhoneX notch+corners) and ensure the resolution is set correctly:
So the thing is deploy to device takes so long that 90% of dev time is spent in Editor, but ensuring the game looks correct before loading onto device is important so I tend to leave the game view in device specific modes. As such it’d be very useful if it’d be possible to do custom scaling in editor as well
Ah thanks! Sorry I totally missed it, the only thing I wanted to add was an Update call to InfoEntry as some of the values I wanted to track/see can change at runtime:
Tried this quickly but it didn’t seem to be working, I’m not sure if the InfoEntries are getting copied out, will have a proper look tomorrow.
All in all and just to say again super happy with the asset. There’s a lot of good code and useful stuff in there, I just discovered the resizing the docked profiler which is another level of awesome. thanks again!
Hey @Simie Just wondering if you guys are still planning to support editor high resolution game views and also “notched” phone support / if you have any idea if it’s a “short term” or “long term” thing? Thanks!
Hi @nukeustwo , sorry for the delayed reply. This is something I really want to support but I haven’t had time to work on yet. I’m afraid it’s probably safer to think of it as a ‘long-term’ thing for now. My apologies!
Is it possible to track custom variables in the profiler? I have a variable that tracks incoming network messages and would like to plot the data like your FPS-Profiler.
No worries but thanks for letting me know, I may try and make some headway myself in the next month or two and look at doing a bit of support for it within the SRDebugger source.
Are you guys open to pull requests on this project if you have a GitHub repo or similar? If not obviously happy to share whatever I do regardless of whether you want to take it or not
I tried Unity 2019.1.0.b2.
But doesn’t display SR_Tab’s inner elements.
Looks like layout is wrong value.
I do not know, have the layout specification changed or bug with Unity 2019 …?
Hi @Simie , sorry if I missed this somewhere, but is it possible to have different settings for development vs production builds? For beta testing we want the production builds to have access to the bug reporter window only, but on development builds we want to have access to all the tabs. Thanks in advance!
Hi @ALargeTurkey , right now there is no way to have different settings per-environment. This is a good idea though, I will add it to the roadmap.
Thank you for letting my know about the compatability issues with 2019.1. I will look into it and hopefully get compatability restored before 2019.1 leaves the beta period.
I’d be happy to accept any pull requests for improvements. We have a Gitlab repo for SRDebugger, access can be granted via our tool.
Tracking custom values in the profiler is not supported, I’m afraid.
Hi. I’ve been using SRD for editor debugging and I love it. I just tried it on several Android builds and noticed that none of logs that I send to the console as logs/warnings/errors are picked up by SRD but it works fine in the editor. SRD’s console does show
[SRDebugger] No EventSystem found in scene - creating a default one.
BTW, I do happen to have an EventSystem under Canvas in Hierarchy and I set the logging to full for everything in player settings.
Unity 2017 4.5
SRD 1.8.2
edit, this seems to not be a SRDebugger issue after further testing.