Avoid "Unknown skeleton node name"-alert outputs in console

Seems like there has been an update regarding output-alerts surrounding ‘skeleton nodes’ when it comes to rigged animation.
Regardless of how stable I want my application to be (will fix the rig later in process, as the animations execute right now), how can I avoid some (more specifically this) type of output in the console?

Note: Filter helps a little, but not enough (can I code it; metacode “console.log.filter(warnings)”?)

Nothing has changed regarding console warning for animation, as far as I know.

However, if you want to filter console messages, how about something like:

var FilterConsole = pc.createScript('filterConsole');

// initialize code called once per entity
FilterConsole.prototype.initialize = function() {
    var oldWarn = console.warn;
    console.warn = function (msg) {
        if (!msg.includes('DEPRECATED')) {
            oldWarn(msg);
        }
    };
};

// update code called every frame
FilterConsole.prototype.update = function(dt) {
    if (this.app.keyboard.wasPressed(pc.KEY_SPACE)) {
        // This function was deprecated long ago. Calling it prints a deprecation warning
        var id = this.app.assets.getAssetById(0);
    }
};
1 Like

Nice - I will try it out shortly … then get back

Hmm … a little odd - seems to lay within the FilterConsole-script?

  • then again; not a big issue - if could be done: nice
    not ‘needed’ :slight_smile:

Well, yeah, console.warn is now being intercepted and called from the FilterConsole.js script. So the code file/line number will of course be that now.