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Feature

Probes

Probes capture Unity's runtime environment around your code (scene loads, object lifecycle, coroutines, animator transitions, hierarchy changes, and resource activity) so timing bugs between systems become visible instead of buried in Console noise.

What Probes answer

If Watches explain what value changed, Probes explain what the world was doing when it changed.

flowchart LR
    subgraph Code
        T[Tracking]
        W[Watches]
    end
    subgraph Environment
        P[Probes]
    end
    T --> R[Report]
    W --> R
    P --> R

Probe categories in the Scenario workspace

Enable categories on the Scenario Probes panel before recording. Each enabled category becomes activity you can inspect in Probe Map and Timeline Probes modules.

Category toggle What it captures
Instantiate Object instantiation
Destroy Object destruction
Scene Scene load, unload, active scene changes
Component Component enable/disable, GameObject activate/deactivate
Coroutine Coroutine started and stopped
Animator Animator play/crossfade and state enter/exit (when StateMachineBehaviour is present)
Hierarchy Transform parent changes, component added/removed
Resource Resources and AssetBundle load/unload events
Addressables Load, release, instantiate (when Addressables package is present)
Physics Toggle exists; capture is not supported in the current release, so do not expect Physics lane data

Input and Custom categories exist in the probe model but are not seeded in standard Scenario defaults.

Supported probe kinds (detail)

When a category is enabled, TraceMind records specific event kinds including:

Scene: Scene Loaded, Scene Unloaded, Active Scene Changed

Object: Object Instantiated, Object Destroyed

Component: Component Enabled/Disabled, GameObject Activated/Deactivated

Coroutine: Coroutine Started, Coroutine Stopped

Animator: Animator Play, Animator CrossFade, Animator State Entered, Animator State Exited

Hierarchy: Transform Parent Changed, Component Added, Component Removed

Resource: Resource loaded/unloaded, async load started/completed, Resources unload unused, AssetBundle open/load/unload events

Addressables: Load started/completed, Release, Instantiate started/completed

Configuring Probes

Open the Scenario

Probes are per-Scenario, like Tracking and Watches.

Enable only relevant categories

A race with scene loading needs Scene; a destroy-order bug needs Destroy; animator-driven state needs Animator.

Record and open Probe Map

Scrub to the symptom window and read lane activity beside Watch and execution data.

Selectivity keeps Probe Map readable

Enabling every category on the first take often produces noise. Enable what your bug can touch, then add lanes on the next recording if evidence is missing.

Probe Map

Probe Map is the dedicated lane timeline for probe activity. Open it from the Report toolbar or Go → Probe Map.

Features include category filters, search ("Filter objects, coroutines, scenes…"), playback controls, Follow playhead, and analysis/inspector panes aligned with the Report Timeline.

Probe Map with Scenes, Objects, Components, Coroutines, and Hierarchy lanes at 29.08 seconds
Probe Map places environment events on a shared time axis, with the moment inspector beside the playhead.

Reading probe activity

If you see… Consider…
Scene load immediately before a bad write Initialization order or stale state from previous scene
Destroy before a null reference Object lifetime race
Coroutine start without matching stop Hung or overlapping coroutine logic
Animator state exit without expected enter Transition conditions or layer weights
Resource async completed after symptom Async loading timing

Pin decisive observations to MindBoard as Probe or ProbeObservation references.