About StateDebugger

Once you create a StateDebugger, a “state_debugger.tscn” file is generated inside the StateDebugger folder at AGMaker → templates → debugger. Can this “state_debugger.tscn” be added directly to a scene and used? I tried using it, and it seems to work normally, so I’m not quite sure what the purpose of creating a new one via GameObject is…

You can add this directly to the scene without issue, but please note that what is shown here is the original data, so we recommend copying it for use.

This is what is commonly referred to as “cache.”

When creating a “New Game Object,” data bundled with the ACTION GAME MAKER core is imported. The imported data is temporarily stored here (within the AGMaker folder), and then called from there. This is done due to Godot’s specifications and to shorten the call time on subsequent invocations.

If you edit the original data stored here, the edited version will be called the next time it is invoked. (Note: If you have edited the data, please delete the cache folder and invoke it again to generate a fresh initial StateDebugger.)

Thank you for your response.
So it was indeed a cache issue.
Based on how the data was added, I suspected as much, but I was wondering if it would be safe to delete the “AGMaker” folder just like the “.godot” folder, so I’m glad I could get clarification on that.

Upon hearing “cache folder,” I automatically assumed that the “.godot” and “AGMaker” folders were the same. However, since scene transitions and other elements are managed in files like core.tscn, does that mean the “AGMaker” folder should not be deleted, while the “templates” folder can be removed?

Yes! I apologize for the poor phrasing. There is a cache folder (below the templates folder) inside the AGMaker folder. The AGMaker folder itself is the folder that stores various common data used for ACTION GAME MAKER.

Thank you. That was a great help.