Quick Start
Start with a tiny working version
Many bug fixes stall not because the repair is impossible, but because the original problem was recorded too vaguely. Beginners should always keep four pieces of information: the symptom, where it happened, how to reproduce it, and what should have happened instead.
Build it in small code pieces
1. 値を用意する
Inspectorで変更できる値と表示先を置きます。
[SerializeField] private TextMeshProUGUI statusText;
[SerializeField] private float stepCount = 1f;
[SerializeField] private float errorCount = 2f;
[SerializeField] private float logLineCount = 3f;2. 状態を変える
ボタンを押した時に、1つだけ状態を進めます。
public void NextStep()
{
step = (step + 1) % 3;
var label = step == 0 ? "症状を記録" : step == 1 ? "手順を並べる" : "ログを添える";
if (statusText != null)
{
statusText.text = $"{label}\nstepCount={stepCount:0.##}\nerrorCount={errorCount:0.##}\nlogLineCount={logLineCount:0.##}";
}3. 画面に表示する
変わった結果を画面に出して確認します。
if (statusText != null)
{
statusText.text = $"{label}\nstepCount={stepCount:0.##}\nerrorCount={errorCount:0.##}\nlogLineCount={logLineCount:0.##}";
}
Debug.Log($"バグ報告と再現手順: {label}");Complete script
using UnityEngine;
using TMPro;
public class BugReproTutorial : MonoBehaviour
{
[SerializeField] private TextMeshProUGUI statusText;
[SerializeField] private float stepCount = 1f;
[SerializeField] private float errorCount = 2f;
[SerializeField] private float logLineCount = 3f;
private int step;
public void NextStep()
{
step = (step + 1) % 3;
var label = step == 0 ? "症状を記録" : step == 1 ? "手順を並べる" : "ログを添える";
if (statusText != null)
{
statusText.text = $"{label}\nstepCount={stepCount:0.##}\nerrorCount={errorCount:0.##}\nlogLineCount={logLineCount:0.##}";
}
Debug.Log($"バグ報告と再現手順: {label}");
}
}Inspector
Summary
What to take away
Learn how to record bugs in a way that makes them easier to reproduce, verify, and fix later instead of leaving only vague memory notes.
The page is designed to help you move from reading to a small practical decision. Use the checklist above before jumping into the next related article.
