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Pro Runtime Debugger

Pro Feature

The runtime debugger is only available in UIFlow Pro.

UIFlow Pro ships with a runtime debugger panel that attaches to the running game and streams UI state to the Godot editor.

UIFlow Debugger panel

Captured Data

The debugger captures the following channels:

Channel What you see
stack Current navigation stack, page states, and modal flags.
pool Object pool contents, acquire/release counts, and pool size.
event_bus Active subscriptions, sticky values, and recent emits.
memory Estimated UI node counts and memory pressure.
bindings Active property/signal/list bindings per page.
log_snapshot Recent UIFlow log entries.

How to Use

  1. Enable the UIFlow Pro plugin.
  2. Run your scene from the editor.
  3. Open the UIFlow Debugger dock.
  4. Select a channel to inspect live data.

The debugger uses a custom debug bridge (UIFlowProDebugBridge) autoload. It only runs inside the editor and is automatically removed from release builds.

Use Cases

  • A page is not opening: check the stack channel for blocked navigation or guard rejections.
  • Memory is climbing: inspect pool and memory for leaked page instances.
  • A binding is not updating: verify it exists in the bindings channel.
  • An event is not firing: confirm subscriptions in the event_bus channel.

Security Note

The debug bridge is editor-only and does not expose data in exported projects. Do not manually reference it from game code.