FPS ENGINE DOCUMENTATION
  • Welcome to FPS Engine!
  • BEFORE WE START
    • Early Considerations
    • List of Tutorials
    • List of Add-Ons & Compatible Packages
  • GETTING STARTED
    • 01. Basic set-up
    • 02. Roadmap
  • CONTENT
    • 03. Content
      • 03.1 CAMERA
        • MoveCamera
        • CameraFOVManager
      • 03.2 MOVEMENT
        • PlayerMovement
      • 03.3 PLAYER
        • PlayerStats
        • PlayerMultipliers
        • PLAYER STATES
          • PlayerStates
          • PlayerBaseState
          • PlayerStateFactory
        • WEAPON STATES
          • WeaponStates
          • WeaponBaseState
          • WeaponStateFactory
        • Player Debugging
      • 03.4 WEAPONS
        • Weapon_SO
        • WeaponIdentification
        • WeaponController
        • Bullet
        • ATTACHMENTS
          • Attachment.cs
            • Barrel.cs
            • Flashlight.cs
            • Magazine.cs
            • Scope.cs
            • Stock.cs
            • Laser.cs
            • Grip.cs
          • AttachmentIdentifier_SO.cs
      • 03.5 PICK UP SYSTEM
        • InteractManager
        • Interactable
        • Item_SO
        • Identifiable
        • Pickeable
          • WeaponPickeable
          • BulletsPickeable
          • AttachmentPickeable
      • 03.6 ENEMIES
        • IDamageable
        • EnemyHealth
        • TrainingTarget
        • CIrcularTargetEnemy
        • Turret
        • TurretProjectile
      • 03.7 EFFECTS
        • CameraEffects
        • CamShake
        • CrouchTilt
        • JumpMotion
        • ProceduralShot
        • ProceduralShot_SO
        • WeaponEffects
        • WeaponSway
      • 03.8 UI
        • CowsinsButton
        • Crosshair
        • CrosshairShape
        • Hitmarker
        • UIController
        • UIEvents
        • RebindUI
      • 03.8 EXTRA
        • Checkpoint
        • Coin
        • Compass
        • CompassElement
        • Destructible
        • Crate
        • ExplosiveBarrel
        • PowerUp
        • DamageMultiplier
        • HealMultiplierPowerUp
        • Healthpack
        • DoorInteractable
        • Experience
        • GetGameInformation
        • HurtTrigger
        • JumpPad
        • Lootbox
        • PauseMenu
        • PointCapture
        • Trigger
        • DraggableButtonInSceneView
        • UTILITIES
          • DestroyMe
          • IgnoreCollision
          • LookAt
          • CowsinsUtilities
      • 03.09 MANAGERS
        • CoinManager
        • ExperienceManager
        • GameSettingsManager
        • InputManager
        • SoundManager
        • PoolManager
  • HOW TO USE
    • Getting Started: First Steps
    • Importing FPS Engine into URP / HDRP
    • Add a Player Controller
    • Adding New Weapons
    • Saving & Loading Presets
    • Changing Keybindings
    • Creating New Pickeables
    • Controllable & Not Controllable Player
    • Adding New Surfaces ( Grounds )
    • Working with Attachments
    • Modify Weapon and Camera Effects
    • Adding Custom Key Rebinds
    • Add breakable (Destructible) objects
    • Custom Shot Weapons
    • Adding Enemies
  • FAQ
    • FAQ
  • SUPPORT
    • Support
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  1. CONTENT
  2. 03. Content
  3. 03.3 PLAYER

Player Debugging

Introduced in 1.3

PreviousWeaponStateFactoryNext03.4 WEAPONS

Last updated 8 months ago

This component enables you to display handy debugging information about the Player. By default, none of the Player Controllers include this component. If you need to access these debug values, follow these instructions:

  1. Locate the Player object within your PlayerController prefab. Ensure this Player object includes components such as PlayerMovement, WeaponController, etc...

  2. Assign the PlayerDebugger component

This way, you can now visualize important information related to your Player Controller. In case you do not need this debug information anymore, simply remove PlayerDebugger from your player or disable it.