Closed ivan-mogilko closed 1 year ago
Here’s a small sketch;
The Log Panel in AGS Editor can be useful for understanding and troubleshooting issues in your game, when the debugger alone isn’t enough. It provides a runtime log that includes warning messages and other notifications raised by the AGS engine or your own messages in your own scripts.
The Log Panel displays messages from three Log Groups:
Note: Log messages from the Script group can still be accessed in release builds of your game by running it through the command line and passing the necessary flags.
To control the log output, you can pause or resume the log display by clicking the pause or run buttons located at the top left of the Log Panel.
By default, the log panel will scroll to show the latest message added, but this behavior can be disabled by clicking on the auto glue button.
Additional functionality includes the ability to copy and clear the message buffer. When starting a new debug session, the log messages are cleared by default, ensuring a fresh log for each session.
The font size of the log panel can be adjusted according to your preferences in the Editor Preferences.
reference
Need to add a see also for
Trying to explain what each log level sorta should mean. (reference)
I am trying to figure out how to explain this, but sometimes when making a game you are happy to throw a debug breakpoint, but sometimes you need to monitor a continually changing value or you want to see if a function is reached without interrupting the flow, so at these cases you probably want to use System.Log.
Not sure if relevant but maybe a small single paragraph just with this mention.
Added an initial version here: https://github.com/adventuregamestudio/ags-manual/wiki/EditorLogPanel
Subj.