--- uid: urp-rendering-debugger-add-controls --- ## Add controls to the Rendering Debugger You can customise the [Rendering Debugger window](rendering-debugger.md) with your own controls and scripts, to visualize your project's lighting, rendering or Material properties. The **Rendering Debugger** window contains multiple tabs ('panels'). When you select a panel, the window displays one or more controls ('widgets'). To create a widget and add it to a new panel, do the following: 1. Create a script that uses `using UnityEngine.Rendering;` to include the `UnityEngine.Rendering` namespace. 2. Create a widget by creating an instance of a child class of [DebugUI.Widget](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@15.0/api/UnityEngine.Rendering.DebugUI.Widget.html), for example `DebugUI.Button`. 3. In the widget, implement the `onValueChanged` callback, which Unity calls when you change the value in the widget. 4. Create a panel using [DebugUI.instance.GetPanel](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@15.0/api/UnityEngine.Rendering.DebugManager.html#UnityEngine_Rendering_DebugManager_GetPanel_System_String_System_Boolean_System_Int32_System_Boolean_). 5. Add the widget to an array. 6. Add the widget array to the list of children in the panel. If you add 2 or more widgets to the array, the panel displays the widgets in the same order as the array. The following code sample creates and adds a widget that enables or disables the main directional light: ``` using UnityEngine; using UnityEngine.Rendering; using System.Collections.Generic; using System.Linq; [ExecuteInEditMode] public class CustomDebugPanel : MonoBehaviour { static bool lightEnabled = true; void OnEnable() { // Create a list of widgets var widgetList = new List(); // Add a checkbox widget to the list of widgets widgetList.AddRange(new DebugUI.Widget[] { new DebugUI.BoolField { displayName = "Enable main directional light", tooltip = "Enable or disable the main directional light", getter = () => lightEnabled, // When the widget value is changed, change the value of lightEnabled setter = value => lightEnabled = value, // Run a custom function to enable or disable the main directional light based on the widget value onValueChanged = DisplaySunChanged }, }); // Create a new panel (tab) in the Rendering Debugger var panel = DebugManager.instance.GetPanel("My Custom Panel", createIfNull: true); // Add the widgets to the panel panel.children.Add(widgetList.ToArray()); } // Remove the custom panel if the GameObject is disabled void OnDisable() { DebugManager.instance.RemovePanel("My Custom Panel"); } // Enable or disable the main directional light based on the widget value void DisplaySunChanged(DebugUI.Field field, bool displaySun) { Light sun = FindObjectsOfType().Where(x => x.type == LightType.Directional).FirstOrDefault(); if (sun) sun.enabled = displaySun; } } ``` Add the script to a GameObject. You should notice a new **My Custom Panel** panel in the **Rendering Debugger** window. ### Add a control to an existing panel To fetch an existing panel, use `DebugManager.instance.GetPanel` with the panel name. Set `createIfNull` to `false`, so you don't accidentally create a new panel if the name doesn't match an existing panel. The following code sample fetches the panel from the code sample above: ``` var panel = DebugManager.instance.GetPanel("My Custom Panel", createIfNull: false); ``` You shouldn't add widgets to [URP's built-in Rendering Debugger panels](rendering-debugger.md). ## Add a container You can use containers to display groups of widgets together. 1. Create a container using one of the child classes of [DebugUI.Container](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@15.0/api/UnityEngine.Rendering.DebugUI.Container.html), for example `DebugUI.Foldout`. 2. Add a widget array using the container's `Add` method. The following code sample creates a collapsible container that contains 2 checkboxes: ``` using UnityEngine; using UnityEngine.Rendering; using System.Collections.Generic; [ExecuteInEditMode] public class CustomDebugPanelWithContainer : MonoBehaviour { void OnEnable() { // Create a list of widgets var widgetList = new List(); // Add 2 checkbox widgets to the list of widgets widgetList.AddRange(new DebugUI.Widget[] { new DebugUI.BoolField { displayName = "Visualisation 1", }, new DebugUI.BoolField { displayName = "Visualisation 2", }, }); // Create a container var container = new DebugUI.Foldout { displayName = "My Container" }; // Add the widgets to the container container.children.Add(widgetList.ToArray()); // Create a new panel (tab) in the Rendering Debugger var panel = DebugManager.instance.GetPanel("My Custom Panel With Container", createIfNull: true); // Add the container to the panel panel.children.Add(container); } } ```