Debugging and Memory Statistics

Console Variables

Name

Values

ai_useMNM

Obsolete - 0 - use the default navigation system, 1 - use the Multi-layer Navigation.

ai_DebugDrawNavigation

1 - display mesh and contour, 2 - also display triangles, 3 - also display tiles and external links.

ai_debugMNMAgentType

agent type - the name of meshes' agent type, for which debugging information is displayed.

ai_MNMPathFinderQuota

pathfinding quota per frame, in seconds.

ai_MNMPathFinderDebug

0/1 - hide/show pathfinder debug statistics: queue size, average and maximum number of A* search steps, average and maximum search time.

ai_MNMProfileMemory

0/1 - hide/show memory statistics.

Debugging

Debugging Meshes and/or Tiles

  • Set ai_DebugDrawNavigation to 3.
  • Place a TagPoint with the name MNMDebugLocator within (a tile of) the mesh you want to debug.
  • Press BackSpace key to switch between the display of the different generation steps.

Some statistics will be displayed at the top-left corner of the screen:

Debugging Paths

To display a path between two points – a path which can use any SmartObjects – place two TagPoints, MNMPathStart and MNMPathEnd:

To display a path for a particular AI character, rename it to MNMPathStart:

Debugging Raycast

To debug raycast, create two TagPoints, MNMRayStart and MNMPathEnd. You can see which triangles are traversed and where there is a hit, if any:

Memory Statistics

To display detailed memory statistics for each existing mesh, set ai_MNMProfileMemory to 1 and also make sure ai_DebugDrawNavigation is non-zero.