All language subtitles for 009 How to debug your games[UdemyIran.Com]

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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,560 --> 00:00:03,260 Debugging is an extremely important skill to have. 2 00:00:03,530 --> 00:00:08,029 When you implement gameplay logic, many things won't go as planned and you're often not sure why things 3 00:00:08,029 --> 00:00:08,990 don't work out. 4 00:00:09,500 --> 00:00:13,400 So instead of always having to ask others, you need to be able to look into the blueprints and figure 5 00:00:13,400 --> 00:00:14,990 out what's wrong by yourself. 6 00:00:15,730 --> 00:00:19,870 There are many different ways we can debug our game, but the easiest and most commonly used one is 7 00:00:19,870 --> 00:00:22,090 Printstring, which we already used before. 8 00:00:22,420 --> 00:00:28,210 We actually already did a little bit of debugging here by printing a string when the cast fails. 9 00:00:28,360 --> 00:00:32,650 Print strings can be very useful to show you which path of execution your nodes are taking. 10 00:00:33,670 --> 00:00:37,570 Print strings can also be very useful for showing us which values are being used. 11 00:00:38,920 --> 00:00:43,690 For example, before we set the speed increase of this instance only to 5000. 12 00:00:43,690 --> 00:00:50,140 So let's say we play the game and we notice that this one makes us faster than the others, and we forgot 13 00:00:50,140 --> 00:00:52,090 that we set it to a different value before. 14 00:00:52,150 --> 00:00:58,060 One way to debug this would be to go in here and before increasing the speed, or after increasing the 15 00:00:58,060 --> 00:01:00,760 speed, putting in a print string. 16 00:01:02,230 --> 00:01:05,110 And here we can print the value of the speed increase. 17 00:01:07,570 --> 00:01:10,870 Now we can see that here we get 500, 500. 18 00:01:10,870 --> 00:01:13,660 And if we touch this we get 5000. 19 00:01:13,660 --> 00:01:19,690 So this shows us that something is going wrong and we're getting a different value than we expected. 20 00:01:19,960 --> 00:01:23,980 So now that we know that we're getting a different value than expected for speed increase, we can check 21 00:01:23,980 --> 00:01:25,150 the variable here. 22 00:01:26,070 --> 00:01:28,230 And we can see that the default value is 500. 23 00:01:28,230 --> 00:01:29,730 So everything looks fine here. 24 00:01:29,730 --> 00:01:32,550 But we can also see that it's instance editable. 25 00:01:34,210 --> 00:01:39,250 And this will give us a hint that somebody maybe changed a value here, which we actually did before. 26 00:01:39,280 --> 00:01:42,280 So to debug, we can now just put it back to 500. 27 00:01:42,280 --> 00:01:45,760 And we just use print string to solve a problem that we had. 28 00:01:46,880 --> 00:01:49,820 And of course, for this example, this was something we created ourselves. 29 00:01:49,820 --> 00:01:53,480 But many times something will go wrong that you just don't know what's going on. 30 00:01:53,780 --> 00:01:57,920 However, as you become more experienced, there's also many other debugging methods you can use. 31 00:01:58,310 --> 00:02:02,750 For my Beatmap game, I made overhead labels that always show the current state of the character. 32 00:02:08,870 --> 00:02:13,790 This helped me get rid of issues such as the character not getting up anymore or being frozen in place. 33 00:02:15,860 --> 00:02:20,390 So instead of just asking somebody right away, try to figure out the issue yourself first by using 34 00:02:20,390 --> 00:02:21,320 print strings. 35 00:02:21,740 --> 00:02:24,890 In the next chapter, we're going to go over the paper 2D basics. 3722

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