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.