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Debugging and performance clinic
The shortest debugging loop
- Reproduce the problem in a fresh Test session.
- Open Checks and select the source-linked diagnostic.
- Change one component or behavior.
- Test again before adding more content.
- Keep a working cloud revision and publish only with zero error-level checks.
Use each diagnostic's Help link for the matching searchable error entry.
Controlled failure exercises
- Remove the player from a copy of a template, observe
scene.player_missing, then undo. - Move an entity past the world boundary, observe
entity.outside_scene, then use the World panel and camera pan to place it intentionally. - Add a Pickup without an Inventory component on the player, observe
pickup.inventory_missing, then decide whether it should be a score collectible or inventory item. - Add a sensor without a behavior, observe
sensor.no_behavior, then attach controlled touch logic or select a purpose-built trigger component.
Publishing budgets
The current gate allows at most 2 MiB of project JSON, 20,000 entities, and 100,000 VM instructions, followed by a deterministic 120-tick simulation. These ceilings are safety limits, not targets. Prefer fewer meaningful entities, reuse prefabs, keep collision simple, and remove unreachable logic.