Table of Contents

Debug


Property Type Default Description
Enable Debug Logging bool false Outputs verbose logging to the console for all major operations.
Debug Disable CPU Chunk Culling bool false Marks all chunks visible, bypassing the CPU-side frustum/distance cull. GPU culling still runs. Useful for verifying that chunk-level culling is working correctly.
Debug Disable Culling bool false Skips all GPU culling dispatches and reuses the previous frame's visibility. Useful for isolating CPU vs GPU culling cost.
Debug Disable Rendering bool false Runs GPU culling as normal but skips the actual BRG rendering. Useful for isolating rendering cost.
Debug Disable Draw Filtering bool false Disables per-view prototype draw command filtering and emits full templates for every view. For A/B profiling and regression checks against the filtered path.
Show Chunk Bounds bool false Draws chunk wireframe gizmos in the Scene View when a registerer is selected.

Gizmo Toggles

These are editor session-only — they survive domain reloads but reset when the editor restarts, and they are never serialized into the config asset.

Property Description
Debug Draw Bounding Spheres Draws per-instance cull spheres — the bounds used by GPU per-instance culling and the HZB occlusion test.
Debug Draw Bounding Boxes Draws per-instance bounding boxes.
Debug Draw Receiver Spheres Draws the shadow receiver spheres used by cascade shadow culling.
Debug Visualize Culling In Scene View Freezes culling to the Game camera's frustum so you can orbit in the Scene View and see what is being culled. Also engages automatically while the Frame Debugger is open.
Debug Validate Uploads Enables the GPU upload validator.

GPU Upload Validator

Editor-only correctness check for the GPU write path. While Debug Validate Uploads is on, a CPU mirror tracks every upload / clear / patch / override / color command at dispatch time and compares it against a GPU readback.

Mismatches log the pool, chunk, and prototype, plus the slot's last two writers. It verifies rotScale, signature bits, color, and pool refs; it deliberately skips matrix-derived fields and masks slots hit by duplicate same-dispatch writes.

Runtime member Default Description
DebugUploadValidationInterval 30 Flush passes between automatic validations. Set to 0 for manual-only.
DebugValidateUploadsNow() — Runs one validation pass immediately.
StatUploadValidationMismatches — Mismatches found so far.
StatUploadValidationPasses — Validation passes run so far.

GPU readback cost is nontrivial. Leave this off unless you're investigating a write-correctness bug.

For more debugging guidance, see Debugging.