Script hooks-Pre-Export Method Manipulate project files before the project is built. Examples include copying variables from an external file into the project, processing Assets, or working with plug-ins
that require special treatment
Which platform are you building for? Is IL2CPP enabled? Could you check what the âManaged Stripping Levelâ setting in the player options is set to?
@Simie , could you please add support for long to NumberControl.ValueRanges?
I did it manually, but would be nice to also have that in next version if I update.
Thanks!
I am currently using SRDebugger 1.12.1. When running SRDebugger on my device and viewing the console logs, I noticed that only one line is displayed and the complete log is not shown.
For example, in the Unity editor, the log message appears as follows:
âBoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry.â
However, when using SRDebugger on the device, only the following portion is displayed:
âBoxColliders does not support negative scale orâ
I have tried tapping on the log or adjusting different options, but only one line is shown. Is there a way to view the complete log on the device?
I would like to enable and disable the SRDebugger at runtime.
So, I disabled the automatic loading and I do a check at app startup and run SRDebug.Init() if necessary. However, the screen-corner Trigger still works and opens the debugger even though I never called SRDebug.Init(). Should it?
Whatâs the proper way of disabling the SRDebugger trigger at runtime?
SRDebugger will only auto-initialize if the automatic loading setting is enabled in the settings menu. However, any calls to the SRDebugger API will also trigger initialisation. (SRDebug.Init() is just a shortcut to trigger init without having to make any other API calls).
Could you double check if youâre using the API from your scripts in a way that might be triggering init?
(sorry for the delay replying, I didnât see the notification for this thread)
Ah, ok, understood. I didnât know any API call will effectively call Init. I definitely have SRDebugger calls all over. For now I just find the Trigger in the hierarchy and destroy it.
Hi, can you tell me what platform this is on? Most likely this is an issue with reflection, which may be impacted by IL2CPP and your stripping settings. Was there any change in your project configuration or Unity version prior to this issue occurring?
Hi, Iâm using SRDebugger and have a couple of questions:
when a user sends a bug report, I only get the last couple of hundred log lines, even though Iâve set the Maximum Console Entries to 4000⊠this has prevented me from getting to the bottom of a number of bug reports. Even looking through the code, I canât work out where the stricter limit is being applied. Is it server-side? Like is there some maximum size in bytes being applied or something? And is there no way around this limit?
often the error notification exclamation mark (at the place where I triple-tap to bring-up the menu) flashes when there are no error log lines (in fact nothing in the logs to indicate any error), and I canât work out why it flashed. What else can cause it to flash?
I really would like a way to tell SRDebugger when a value (for values that I setup using DynamicOptionContainer) has changed (so that the values in the menu update without having to leave it and go back into it). I understand there currently isnât any way to do this, but could this please be added?
In the console, it looks like when color tags are used and the preview line goes past a certain amount it can stop the colors from displaying properly. (guess because itâs cutting off the closing tag)
Also whatâs the state of this asset? I think there was supposed to be an update, did that ever happen? Store shows last update in mid 2022.
There is no limiting code on the server-side for this. There is a max request body size but exceeding that would result in the report not being delivered at all, which doesnât sound like what youâre seeing here.
It sounds like the max log messages setting could be getting ignored for some reason.
Can you try hard-coding a value in
SRDebugger\Scripts\Services\Implementation\StandardConsoleService.cs
_allConsoleEntries = new CircularBuffer(Settings.Instance.MaximumConsoleEntries);
and see if that helps?
It should only be appearing if there is an error message. Iâve never seen this before so am unlikely to be able to repro on my machine.
Can you try sticking a log in
C:\Programming\SRDebugger\SRDebugger\Staging\CurrentVersion\Assets\StompyRobot\SRDebugger\Scripts\UI\Other\ErrorNotifier.cs
public void ShowErrorWarning()
{
_queueWarning = true;
}
and checking the callstack when it happens? The only usage is the event handler for an error occuring so itâs quite confusing how this could happen on its own. One possibility is that the prefabs have become corrupted but if that was the case it should be showing constantly.
Thanks for the report, trimming needs to take into account the color tags if rich text is enabled. Iâve added this to my bug list.
The asset has been stable for quite some time, with only minimal fixes required for new Unity releases (no Unity update breakages in the past year, for example). I do plan to release further updates with accumulated bug fixes (some mentioned in this thread) and some minor features, and of course maintain compatibility with new versions of Unity, but for the time being no major new features are planned.
Is anyone aware of an XR-ready implementation of the SRDebugger? For example, Iâd like to use the debug panel in world space while developing on Quest 3 or Apple Vision Pro.
I see that we can toggle EnableWorldSpaceMode() to create a world canvas, but thereâs still work to be done if we want to be able to interact with that world canvas (scrolling through logs, pressing the UI, etc). I can envision creating that, but I wonder if anyone has done that already.