Now, I don’t know whether, when they added the save state feature, they followed what you and I discussed in that thread, but if they made it so that the debugger is saved at a specific point in time, just like a save state, I think it might also be possible to step through the game one frame at a time.
However, personally, I don’t think that would (completely) solve debugging.
Sure, it would certainly help… but there are events that are asynchronous.
I have nothing to teach you about that, but as you know, there are events that keep running in the background, perhaps with timers or extensions running in post-events, which aren’t synchronous.
Also the new debugging method added in latest ver seems promising..too bad it looks like it needs AI for better debugging.
I have cards and i do something to them
I need to find event which is responsible for doing that
But it to objects one by 1 and not all at once
So even so i have like 5 cards it looks like it happens instantly
Imagine if i could pause my game before running logic which do WHATEVER to my cards
Run that logic and now press for example Z to advance one frame at a time
I would see in which order cards are affected
And that is just one example
Imagine having few variables
Instead of making addition logic to check which was modified 1st
Just print them all to text object
And now advance frame by frame with some key to see which var changed in what order
This will not solve all problems and will not be useful in all cases
But having such functionality would help
And my idea was to pause game in same fashion as you pause scene like when you change scenes and pause current scene and go to another
So i guess timers/tweens would be paused with it
I doubt audio would for example but whatever