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+ NEW: Inspect from SkinnedMeshRenderer
+ NEW: Vertex to Indice inspection (was incomplete)
+ NEW: Debug Surface option (only works for MeshFilter at this point)
+ Fix error for meshes that don't have either Normal or Tangent
+ Improved Debugging Performance (far less GC overhead)
+ Fix GUI Label Color when using Dark (Pro) skin
EditorGUILayout.HelpBox("Verts / Triangle count are too large to be displayed with GUI index rendering.\nConsider set smaller section or enable Heatmap instead.",MessageType.Warning);
After importing the plugin to your project, you can open Mesh Debugger window to start inspecting any selected object.
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## Selecting Object to Inspect
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The first row shows which object and mesh that currently being inspected. It'll be automatically changed to active (selected) object in the scene, then looking for a Mesh containing in either `MeshFilter` (3D) or `Graphic` (UI).
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The first row shows which object and mesh that currently being inspected. It will be automatically updated to active (selected) object in the scene, then looking for a Mesh containing in either `MeshFilter` (3D), `SkinnedMeshRenderer` (as Static Snapshot) or `Graphic` (UI).
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> Until this version you can't lock the selected mesh and there's no plan for supporting multiple inspection in the same time.
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## Configurations
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+`Static`: Turn this on if currently inspected mesh won't change.
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+`Static`: Turn this on if currently inspected mesh won't change over time.
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+`Depth Culling`: Reduce complexity by enable Z-Depth on visual cues.
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+`Equalize`: Keep visual cues scales in Screen Space (no matter the distance).
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+`Partial Debug`: Only inspect vertex/triangle at given fraction.
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+`Equalize`: Keep visual cues scale equally in Screen Space (requires `Static` turned off).
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+`Partial Debug`: Only inspect vertex/triangle at selected fraction.
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## Rays
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+`Ray Size`: Size of the ray.
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+`Vertex Rays`: Show Normal/Tangent/Bitangent of each vertex.
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+`Additional Rays`: Show Vertex to Triangle or Normal direction of each triange.
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> Vertex to Triangle generates line between each vertex to triangle median. Not a finished feature.
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+`Additional Rays`: Show Vertex to Triangle ray and Normal direction of each Triangle.
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## Heatmap
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Heatmap is used displaying scalar values like vertex index.
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For displaying scalar values like vertex index:
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+`Use Heatmap`: Show display scalar as number (image on left) or color indicator (image on right)?
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+`Debug Vertices`: Shows:
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+`Use Heatmap`: Display scalar value as number (image on left) or color indicator (image on right).
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+`Debug Vertices` Displays:
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-`Index`: Index of each vertex
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-`Shared`: How many triangles reference that vertex (also useful for detecting orphaned vertices)
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-`Shared`: How many triangles reference that vertex (useful for detecting orphaned vertices)
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-`Duplicated`: How many vertices have the same position
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+`Debug Triangles`: Shows:
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+`Debug Triangles` Displays:
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-`Index`: Index of each triangle
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-`Area`: Calculated area surface of each triangle
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-`Submesh`: Submesh index of each triangle
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+`Debug Surface` Modifies object material temporarily to displays:
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-`Facing`: Triangle facing (useful for detecting flipped normals)
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-`Color`: Viewing Color Channel
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-`UV`: Viewing selected UV Channel (red-green for X,Y vector)
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-`Tangents`: Viewing selected Tangent vector in Color
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\*`Debug Surface` Only supports mesh from `MeshFilter` at this point.
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## Mesh Features Info
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This tool also shows some statistics about the inspected mesh including vertices, indices, vertex channels, etc. We also open to discuss about what's info else should be included here.
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In near bottom in the Window there are read-only statistics about the inspected mesh including vertex count, indices, vertex channels, and many more.
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We also open to discuss about what's info else should be included here.
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# MeshDebugger v0.6
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# MeshDebugger v0.7
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This is an editor tool to visually inspect a mesh. Very helpful if you want to debug your procedural mesh.
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MeshDebugger is an editor tool to visually inspect a mesh. Very helpful if you want to debug your procedurally generated mesh or inspecting ideal parts of your model.
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## Download + Manual
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**Download the plugin via [Releases](/willnode/meshdebugger/releases) or [Asset Store](//u3d.as/Qsd)**.
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Also see **[Usage Instruction](INSTRUCTIONS.md)**.
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See **[Usage Instruction Here](INSTRUCTIONS.md)**.
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## Features
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+ Super simple (Just open the window and select a GameObject)
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+ Dynamic update everytime scene repaint (can be turned off for speed too)
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+ Depth Culling (Reduces visual complexity)
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+ Dynamic update everytime scene repaint (can be turned off for speed)
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+ Depth Culling (Reduces visual complexity) and/or only Inspect by fraction part.
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+ Inspect static mesh with over 65K vertices without lag (and yes, it don't have to be Unity 2017.3 to use it)
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+ Many visual choices: Rays (eg. normal/tangent vertices), Heatmap (eg. triangle density) or Numbered GUI (eg. triangle/vert index)
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+ Inspect uGUI (Unity UI) normally.
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+ Also includes [shaders for visual debugging](Assets/Plugins/MeshDebugger/Shaders)
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+ Many visual choices: Rays (normal/tangent/bitangent), Heatmap or Numbered GUI (triangle/vert index and other properties), Surface Shading (triangle facing, vertex uv and color), etc.
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+ Support uGUI (Unity UI) and SkinnedMeshRenderer with no additional setup.
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## Technology
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Because MeshDebugger don't use `Gizmos` or `Handles`, it's possible to bring inspection into runtime build, although it still need several modification because this is editor-oriented tool.
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If enough people interested I can make separate repo for `IMGizmos` which makes this Immediate Drawing wonderfully simpler and fast.
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If enough people interested I can make separate repo for [IMGizmos](Assets\Plugins\MeshDebugger\Editor\IMGizmos.cs) which makes this Immediate Drawing wonderfully simpler and fast.
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