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We need to show error messages on the Creator Hub when you run a preview
Today we output all errors from the SDK into the command line console, this is super useful for debugging, but when running a scene on the Creator Hub, there is no console.
We should add options next to the Preview button to enable a read-only console to see these errors.
The default configuration should be with the console off.
If the console is turned on, the Creator Hub should remember this configuration and implement the new behavior when running preview all projects.
The designs also include a setting for toggling the debug panel, this I assume is a minor task, as we can add or remove a param for that when calling the command to open the explorer
In the future, we might expand this list of options
Some easy errors to reproduce and test:
Non-existing package:
Non-existing function:
Non-existing entity:
Wrong type value:
An interesting observation: In the past (web explorer, pre main.composite), many of these errors could cause the scene to not run at all. In the web explorer, in all the scenarios from the screenshots the scene loads with everything defined on the main.composite, from the visual editor. But the scene is non-interactive, none of the TS code is executed, including smart-item behaviors.
In the new explorer, from the Creator Hub, the scene is a bit more resilient. I see all the static content from main.composite, and smart items are interactive. Any code that is executed before the line with the error also works fine, but anything that loads after the error is not there at all.
On one hand it's great that it's more resilient, but on the other, the errors are more likely to go without detecting, and it'll be much harder to debug when something doesn't behave as expected.
I might assume that the problem is with the one item that is not interactive, when really the problem might be with a completely unrelated line of code that arbitrarily happens to be executed before.
The text was updated successfully, but these errors were encountered:
nearnshaw
added
editor
dev exp
Improves the developer experience by removing common pain points
0-critical
Highly important issues that should be prioritised
1-high
Very important but not critical or game breaking
and removed
0-critical
Highly important issues that should be prioritised
labels
Dec 2, 2024
nearnshaw
changed the title
Where to show error messages
Console to show error messages
Jan 8, 2025
We need to show error messages on the Creator Hub when you run a preview
Today we output all errors from the SDK into the command line console, this is super useful for debugging, but when running a scene on the Creator Hub, there is no console.
We should add options next to the Preview button to enable a read-only console to see these errors.
See the designs here:
https://www.figma.com/design/3NfkzCCumOmxjgMGSpSZao/%F0%9F%A7%B0-Creator-Hub-%7C-Debug-Terminal-%7C-Cycle-9%2B?node-id=17433-4431&node-type=section&t=nhvQG98rTlvThhU9-0
The default configuration should be with the console off.
If the console is turned on, the Creator Hub should remember this configuration and implement the new behavior when running preview all projects.
The designs also include a setting for toggling the debug panel, this I assume is a minor task, as we can add or remove a param for that when calling the command to open the explorer
In the future, we might expand this list of options
Some easy errors to reproduce and test:
Non-existing package:
Non-existing function:
Non-existing entity:
Wrong type value:
An interesting observation: In the past (web explorer, pre main.composite), many of these errors could cause the scene to not run at all. In the web explorer, in all the scenarios from the screenshots the scene loads with everything defined on the main.composite, from the visual editor. But the scene is non-interactive, none of the TS code is executed, including smart-item behaviors.
In the new explorer, from the Creator Hub, the scene is a bit more resilient. I see all the static content from main.composite, and smart items are interactive. Any code that is executed before the line with the error also works fine, but anything that loads after the error is not there at all.
On one hand it's great that it's more resilient, but on the other, the errors are more likely to go without detecting, and it'll be much harder to debug when something doesn't behave as expected.
I might assume that the problem is with the one item that is not interactive, when really the problem might be with a completely unrelated line of code that arbitrarily happens to be executed before.
The text was updated successfully, but these errors were encountered: