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Debugging and performance clinic

The shortest debugging loop

  1. Reproduce the problem in a fresh Test session.
  2. Open Checks and select the source-linked diagnostic.
  3. Change one component or behavior.
  4. Test again before adding more content.
  5. 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.

PixelRifts creator documentation · generated reference · protocol 21