forked from BilalY/Rasagar
146 lines
5.4 KiB
Markdown
146 lines
5.4 KiB
Markdown
---
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uid: urp-rendering-debugger-add-controls
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---
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## Add controls to the Rendering Debugger
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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.
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The **Rendering Debugger** window contains multiple tabs ('panels'). When you select a panel, the window displays one or more controls ('widgets').
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To create a widget and add it to a new panel, do the following:
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1. Create a script that uses `using UnityEngine.Rendering;` to include the `UnityEngine.Rendering` namespace.
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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`.
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3. In the widget, implement the `onValueChanged` callback, which Unity calls when you change the value in the widget.
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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_).
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5. Add the widget to an array.
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6. Add the widget array to the list of children in the panel.
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If you add 2 or more widgets to the array, the panel displays the widgets in the same order as the array.
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The following code sample creates and adds a widget that enables or disables the main directional light:
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```
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using UnityEngine;
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using UnityEngine.Rendering;
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using System.Collections.Generic;
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using System.Linq;
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[ExecuteInEditMode]
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public class CustomDebugPanel : MonoBehaviour
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{
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static bool lightEnabled = true;
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void OnEnable()
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{
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// Create a list of widgets
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var widgetList = new List<DebugUI.Widget>();
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// Add a checkbox widget to the list of widgets
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widgetList.AddRange(new DebugUI.Widget[]
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{
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new DebugUI.BoolField
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{
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displayName = "Enable main directional light",
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tooltip = "Enable or disable the main directional light",
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getter = () => lightEnabled,
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// When the widget value is changed, change the value of lightEnabled
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setter = value => lightEnabled = value,
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// Run a custom function to enable or disable the main directional light based on the widget value
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onValueChanged = DisplaySunChanged
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},
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});
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// Create a new panel (tab) in the Rendering Debugger
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var panel = DebugManager.instance.GetPanel("My Custom Panel", createIfNull: true);
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// Add the widgets to the panel
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panel.children.Add(widgetList.ToArray());
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}
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// Remove the custom panel if the GameObject is disabled
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void OnDisable()
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{
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DebugManager.instance.RemovePanel("My Custom Panel");
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}
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// Enable or disable the main directional light based on the widget value
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void DisplaySunChanged(DebugUI.Field<bool> field, bool displaySun)
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{
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Light sun = FindObjectsOfType<Light>().Where(x => x.type == LightType.Directional).FirstOrDefault();
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if (sun)
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sun.enabled = displaySun;
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}
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}
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```
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Add the script to a GameObject. You should notice a new **My Custom Panel** panel in the **Rendering Debugger** window.
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### Add a control to an existing panel
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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.
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The following code sample fetches the panel from the code sample above:
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```
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var panel = DebugManager.instance.GetPanel("My Custom Panel", createIfNull: false);
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```
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You shouldn't add widgets to [URP's built-in Rendering Debugger panels](rendering-debugger.md).
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## Add a container
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You can use containers to display groups of widgets together.
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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`.
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2. Add a widget array using the container's `Add` method.
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The following code sample creates a collapsible container that contains 2 checkboxes:
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```
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using UnityEngine;
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using UnityEngine.Rendering;
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using System.Collections.Generic;
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[ExecuteInEditMode]
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public class CustomDebugPanelWithContainer : MonoBehaviour
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{
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void OnEnable()
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{
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// Create a list of widgets
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var widgetList = new List<DebugUI.Widget>();
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// Add 2 checkbox widgets to the list of widgets
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widgetList.AddRange(new DebugUI.Widget[]
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{
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new DebugUI.BoolField
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{
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displayName = "Visualisation 1",
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},
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new DebugUI.BoolField
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{
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displayName = "Visualisation 2",
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},
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});
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// Create a container
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var container = new DebugUI.Foldout
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{
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displayName = "My Container"
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};
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// Add the widgets to the container
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container.children.Add(widgetList.ToArray());
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// Create a new panel (tab) in the Rendering Debugger
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var panel = DebugManager.instance.GetPanel("My Custom Panel With Container", createIfNull: true);
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// Add the container to the panel
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panel.children.Add(container);
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}
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}
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```
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