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.
Show Chunk Bounds bool false Draws chunk wireframe gizmos in the Scene View when a registerer is selected.
Show Bounding Spheres bool false Draws per-prototype bounding spheres as gizmos in the Scene View when a registerer is selected. Useful for visualizing the spheres used by GPU per-instance HZB occlusion culling.
Debug Visualize Culling In Scene View bool false Freezes culling to the Game camera's frustum so you can orbit in the Scene View and see what is being culled.
Debug Defer Pool Frees bool false Defer pool frees until after FlushStagedUploads. Prevents freed pools from being reused before staged overrides flush. Edge-case workaround — leave off unless you hit specific issues.
Debug Validate Uploads bool false (Editor-only, session-only — resets on editor restart.) Enables a CPU mirror that replays every upload / clear / patch / override / color command at dispatch time and compares against GPU readbacks every Debug Upload Validation Interval flush passes (0 = manual via DebugValidateUploadsNow()). Mismatches log the pool, chunk, and prototype plus the slot's last two writers. Verifies rotScale, sig bits, color, and pool refs; skips matrix-derived fields and masks slots hit by duplicate same-dispatch writes. GPU readback cost is nontrivial — leave off unless investigating a write-correctness bug.

For more debugging guidance, see Debugging.