The debug overlay is a new feature that allows you to do better debugging. Enable it by setting
self.debugoverlay to true in htme_init.
F12 will show and hide the overlay when it's enabled.
For the first 10 instances in the list, press SHIFT + the shown number to access instance details.
|Hash||The id of the instance as stored by the engine|
|isVisible||Whether or not this is a visible instance|
|isNotCached||True if this instance is in the same room (server only; clients will only show instances in the same room)|
|Persistent||See Instance scrope and rooms|
|stayAlive||See Instance scrope and rooms|
|Instance ID||The local id of the instance, assgined by GameMaker. If cached the instance will not actually exist, and therefor the instance will have no id|
|Object||Name of the object of this instance|
|Player||Number and hash of the player this instance belongs to|
|Saved variables||All variables as synced by the engine|
|Vargroups||Details of all variable groups|
Same as F1 but filters by showing only visible instances
Shows a list of all players, including their player number and their hash. Also shows who is the local player and who runs the server.
Press SHIFT + number shown to show all instances of one player. If you are the server, press STRG + number to kick a player.
Same as F1 but filters by showing only invisible instances
Same as F1 but showing only cached instances (instances in same room; This list is always empty for clients).
Shows all variables in the global sync pool.
Lists all CHAT Interface channels and how many messages haven't been processed (read) and what the content of the most recent unread message is.
Shows details about all signed packets that are not yet recieved by the clients/server.
Not implemented yet.
Disconnect from the server. This will tell the server to kick us and then kill the engine.
htme_debugOverlayEnabled will return true when the overlay is enabled. Use this to draw your own debug stuff when the overlay is active.
All pages in this manual are licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Manuals / GMnet ENGINE Manual
|0. What is GMnet ENGINE?|
|1. Basic configuration|
|2. PLUS - Setup GMnet PUNCH|
|3. PLUS - Hosting a master server|
|4. Starting the engine|
|5. Setting up the basic platformer|
|6. The network controller|
|7. Adding a player|
|8. A second room and doors|
|9. Showing a list of players|
|10. Adding day/night|
|11. Creating a chat system|
|12. Conclusion / What's next|
|BONUS 1 - PLUS - ONLINE lobby|
|BONUS 2 - Global Sync|
|BONUS 3 - LAN lobby|
|BONUS 4 - Event Handlers for Connecting/Disconnecting|
|BONUS 5 - RPC|
|Local and remote Instances|
|Instance scope and rooms|
|Players and Playerhashes|
|States of the engine|
|mp_map_syncIn and mp_map_syncOut|
|VarGroup SyncTypes (mp_type)|
|PLUS - GMnet PUNCH|
|PLUS - Master Server (GMnet GATE.PUNCH)|
|The debug overlay|
|PLUS - GMnet GATE.TESTER|
GameMaker: Studio is owned by YoYoGames. GMnet is not affiliated with YoYoGames.
The GMnet logos use icons from Entypo (http://entypo.com/) and Open Iconic (https://useiconic.com/open/). They are licensed under CC BY-SA 4.0.