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IDebugDrawer gizmos for all colliders#266

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PaperPrototype wants to merge 3 commits intoProwlEngine:New-Editorfrom
PaperPrototype:IDebugDrawer-for-colliders
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IDebugDrawer gizmos for all colliders#266
PaperPrototype wants to merge 3 commits intoProwlEngine:New-Editorfrom
PaperPrototype:IDebugDrawer-for-colliders

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@PaperPrototype
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@PaperPrototype PaperPrototype commented Apr 27, 2026

Adds debug drawer drawing for Colliders. This was a one line change since support for it was already added previously but for some reason it causes 2 fps. Though... FPS drops to 45 fps from 300 fps in my test project.

Prowl.Runtime/Components/Physics/Colliders/Collider.cs:

public override void DrawGizmos()
{
    if (_attachedBody == null || _attachedBody.Handle.IsZero) return;

    _attachedBody.DebugDraw(JitterGizmosDrawer.Instance);
}

Note

You do have to click play for the gizmos to start drawing.

@PaperPrototype
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This is what it looks like. Though you do have to click play for it to show up in the scene view
Screenshot 2026-04-27 at 3 19 30 AM

@PaperPrototype PaperPrototype mentioned this pull request Apr 27, 2026
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@michaelsakharov
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Huh we were gonna just remove this you made a better one that works in editor?

@PaperPrototype
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Uh no, it only works if you click play and then switch to scene view. I think we should just remove IDebugDrawer. Only problem is I don't know how much better it is when it comes to joints and stuff. It might have utility in those areas since we would have to write custom gizmos for each joint type ourselves manually. Regardless this performance is just abysmal...

@PaperPrototype
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Closed in favor of #262

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2 participants