Hi,my game heavily uses ST, and I’m glad to see that ST is getting better with each version, but the debugger still lacks effective information display and good UX design.
For example, the following example is just a simple print test, with simple titles and structures for each state. However, when we locate the transition time node, the information on the right is still very cumbersome and confusing.
Continue test,this one is more obviously, when I intentionally did not set the transfer condition,and here second question is I don’t understand why a single frame can trigger multiple transfers visual in debugger.
And insert a small suggestion,can we add desc or other to a state in editor,because we named the state clearly maybe long,and as title this will display in debugger many time,so if a short state title and detail desc to understand what this state do will more helpful for me.
(a long title state)
And there is enter condition bug in 5.5.
When I add enter condition for state first and second, the process work fine,it will pass failed enter condition.
But when I only add enter condition to second state,it won’t pass it and cycle in one tick.
Oh,I figure out this “enter condition” question,not bug it’s my understanding problem.
The key is my first state’s transition’s “Transition To” need chose “Next Selectable State”,that will continue dest task belong task list’s condition,if chose “Next State” it will only select dest task won’t traverse the nodes after traversal if has.
After fix above’s question,I found a new can’t understand function.“Selection Behavior”->“Try Follow Transitions”,I test 15min on this,and can’t find a way trigger/enter it in 5.5,Hope next version have document or example on this trait.