You can customise the Rendering Debugger window with your own controls and scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary, to visualize your project’s lighting, rendering or Material properties.
The Rendering Debugger window contains multiple tabs (‘panels’). When you select a panel, the window displays one or more controls (‘widgets’).
To create a widget and add it to a new panel, do the following:
using UnityEngine.Rendering;
to include the UnityEngine.Rendering
namespace.DebugUI.Button
.onValueChanged
callback, which Unity calls when you change the value in the widget.If you add 2 or more widgets to the array, the panel displays the widgets in the same order as the array.
The following code sample creates and adds a widget that enables or disables the main directional light:
using UnityEngine;
using UnityEngine.Rendering;
using System.Collections.Generic;
using System.Linq;
[ExecuteInEditMode]
public class CustomDebugPanel : MonoBehaviour
{
static bool lightEnabled = true;
void OnEnable()
{
// Create a list of widgets
var widgetList = new List<DebugUI.Widget>();
// Add a checkbox widget to the list of widgets
widgetList.AddRange(new DebugUI.Widget[]
{
new DebugUI.BoolField
{
displayName = "Enable main directional light",
tooltip = "Enable or disable the main directional light",
getter = () => lightEnabled,
// When the widget value is changed, change the value of lightEnabled
setter = value => lightEnabled = value,
// Run a custom function to enable or disable the main directional light based on the widget value
onValueChanged = DisplaySunChanged
},
});
// Create a new panel (tab) in the Rendering Debugger
var panel = DebugManager.instance.GetPanel("My Custom Panel", createIfNull: true);
// Add the widgets to the panel
panel.children.Add(widgetList.ToArray());
}
// Remove the custom panel if the GameObject is disabled
void OnDisable()
{
DebugManager.instance.RemovePanel("My Custom Panel");
}
// Enable or disable the main directional light based on the widget value
void DisplaySunChanged(DebugUI.Field<bool> field, bool displaySun)
{
Light sun = FindObjectsOfType<Light>().Where(x => x.type == LightType.Directional).FirstOrDefault();
if (sun)
sun.enabled = displaySun;
}
}
Add the script to a GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary. You should notice a new My Custom Panel panel in the Rendering Debugger window.
To fetch an existing panel, use DebugManager.instance.GetPanel
with the panel name. Set createIfNull
to false
, so you don’t accidentally create a new panel if the name doesn’t match an existing panel.
The following code sample fetches the panel from the code sample above:
var panel = DebugManager.instance.GetPanel("My Custom Panel", createIfNull: false);
You shouldn’t add widgets to URP’s built-in Rendering Debugger panels.
You can use containers to display groups of widgets together.
DebugUI.Foldout
.Add
method.The following code sample creates a collapsible container that contains 2 checkboxes:
using UnityEngine;
using UnityEngine.Rendering;
using System.Collections.Generic;
[ExecuteInEditMode]
public class CustomDebugPanelWithContainer : MonoBehaviour
{
void OnEnable()
{
// Create a list of widgets
var widgetList = new List<DebugUI.Widget>();
// Add 2 checkbox widgets to the list of widgets
widgetList.AddRange(new DebugUI.Widget[]
{
new DebugUI.BoolField
{
displayName = "Visualisation 1",
},
new DebugUI.BoolField
{
displayName = "Visualisation 2",
},
});
// Create a container
var container = new DebugUI.Foldout
{
displayName = "My Container"
};
// Add the widgets to the container
container.children.Add(widgetList.ToArray());
// Create a new panel (tab) in the Rendering Debugger
var panel = DebugManager.instance.GetPanel("My Custom Panel With Container", createIfNull: true);
// Add the container to the panel
panel.children.Add(container);
}
}