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Discuss console.error use in the engine and update CONTRIBUTING.md with the decision #2734

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mvaligursky opened this issue Jan 14, 2021 · 4 comments

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@mvaligursky
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Errors take place in the engine - asset does not load, parameter is invalid ..

I'd be good to agree on how errors should be imported, what builds (only in DEBUG?) and similar, and write up the decision into CONTRIBUTING.md.

related to #2529

@mvaligursky
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ideally the system would allow some logging in the Editor .. Editor runs playcanvas.js so no debugging and user gets no feedback there .. ideally we have a log window there and some messages would show up in it. For example user bakes light and we print list of meshes that have no uv. Or he attaches animation and we log non-matching bones and similar.

@Maksims
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Maksims commented Jan 30, 2021

Regarding Editor, it feels like engine can assist on providing information, but then it is Editor responsibility to gather the information and present an UI with it.
It used to be that engine indulged special code with "inTools" check, it felt bad, and not obvious to maintain.
Browser Dev Tools should not be a go-to tool for debugging in Editor, as we can have much better UX for specific things in Editor.

@willeastcott
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Should the Editor always run on playcanvas.dbg.js perhaps? What are the down sides to that?

@Maksims
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Maksims commented Jan 30, 2021

Should the Editor always run on playcanvas.dbg.js perhaps? What are the down sides to that?

Debugging Editor and having Editor related console logs can be mixed/lost within logs from engine.

It would be weird to expect developers to use browser dev tools in Editor. It is completely fine to use it in Launcher as it tries to be as close to published project.

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