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VFXGraphSceneDebug
The VFXGraph Scene Debug window is a debug view that enables displaying all Visual Effects currently running in Editor/Runtime context of unity. For each VFX you can access values such as how many particles are currently active, the sleeping/culled/active state of each instance, filter and sort the list based on various criterion.
The editor window can be opened using the Window/Analysis/VFX Graph Debug
menu. It opens the following window.
The window displays a list of currently loaded VFX based on various options from the toolbar.
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Grouped / Sorted : An option to control the way the list is displayed
- Grouped : Enables Grouping VisualEffect components by Scene and/or VFXGraph Asset for better visibility
- Sorted : Disable grouping and instead displays all components sorted based on a criterion : Name, Camera Distance, or Particle Count
- Camera is the camera used for the Camera Distance test, it can be the Main Camera or Scene View camera.
- Hide options enable to filter out entries if they are Culled , Inactive, Empty Groups, or Prefabs not in scene
- A search field enables filtering by name.
- The 🔃 (Refresh Button) enables performing one refresh manually.
Each entry in groups/list is displayed as following.
If selected, it will be displayed in blue.
- A **Checkbox **that controls the enabled state of the component
- A **foldout **that displays additional internal info (see below)
- The name of the Game Object. Clicking on it will select it.
- The **"F" button **to focus the scene view on the object
- (Space)
- The total Number of particles for this effect
- The Culled State of the component
- The Active State of the component
- The seed of the component (or #RESEED# if reseed on start)
- The distance to Caemra in Units)
- A ▶ button to send the OnPlay event
- A 🔄 button to reinitialize the component
- A ⏯ button to step one frame
- A 👁 toggle to control the visibility of the VFX (toggles the hidden renderer component)
- (Space)
- The Visual Effect Graph Asset used for this compoent
- An edit button to open the asset and connect the instance.
- The name of the particle system
- Amount of Particles currently active
- The sleeping state of the system (if no particles, many systems sleep and do not update)
- Max seen particles across time.
Alternatively, a Runtime view can be used with similar features. You can drop the VFXDebug prefab located in the Resources folder of the package.
- Blocks and Features
- Other Runtime Features