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How often is a hierarchy broken? Because you have to create 20 different links in order to make these things, and if one of the 20 links is broken, the whole thing doesn't work.

TL;DRThe team says broken hierarchies are common and hard to debug, since a single missing tag can cost half a day, so they add debug drawing and debug by removing parts one at a time.

Yes. And the problem is often... I'm sure Dan or Hayden or Idris can say more. It's so easy to even get lost sometimes on why things don't work. And I think we are basically constantly trying to say, okay, this is the problem, so let's try to add some extra debug draw to try to track it easier next time. And we try to do that, or, oh, the message is not really clear. Right, Dan?

IdrisAI team

It could be the most simple thing ever. It could just be you're missing a left tag, you're missing a right tag, and then you'd spend half a day debugging it. And you're like, oh, it was just that. You missed this one little field. But yeah, there's a lot of information going into these usables.

Dan BakerGame Designer

You can spend quite a bit of time just breaking a single entity down to its core parts, just saying, okay, well, this is okay. So you take that out and then you put a different thing in. And it's a bit like if you're building a PC and you just swap out different components just to see which one's the broken bit.

Yes, absolutely. That is usually a very good, easy way for debugging stuff. You start to remove and say, is this the one that broke it? Or just do a little step at a time.

Star Citizen Live›Gamedev: Building NPC Behaviors·
Published on this date.28 May 2021