The ModTools font as well as all colors are configurable! Allows you to easily dump the mesh and textures of any growable from its info panel Shows the asset name for each growable building Run any C# code live from the debug console. ModTools will catch and display all of your mods' unhandled exceptions. ![]() You should use Unity's Debug.Log functions to log to the new console and not DebugOutputPanel. A much improved debug console (F7) with an integrated stack trace viewer. There are several other things that ModTools will do to make your life easier: )Īlso ModTools supports in-game preview (and dump to disk) of the following types: All Assembly-CSharp types (BuildingManager, Vehicle, NetNode. Almost all Unity types (GameObject, Component, Transform, Material, Camera, Vector3, Color. All built-in types (int, uint, float, string, etc.) I advise you to check out the video above to get an idea how all of this works.Ĭurrently the SceneExplorer supports the following. The scene explorer allows you to place watches on variables that are of interest which puts them in a separate window for monitoring. You can browse deep within the object hierarchy and see and edit every variable in real-time. It works through reflection and has knowledge of most types you will encounter. The main feature of ModTools is the scene explorer which allows you to examine all objects in the current scene (all GameObjects, Components and their fields, properties and methods). ![]() This will only lead to angry users who poked in the wrong place. Do not reference the mod DLL in your own mods and/ or distribute it to users. Mod authors - this is not a library or framework for your mods.
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