Skip to content

willnode/MeshDebugger

master
Switch branches/tags

Name already in use

A tag already exists with the provided branch name. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. Are you sure you want to create this branch?
Code

Latest commit

 

Git stats

Files

Permalink
Failed to load latest commit information.
Type
Name
Latest commit message
Commit time
 
 
 
 
 
 
 
 
 
 
 
 
 
 

MeshDebugger

Screenshot

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.

Download + Manual

Download the plugin via Releases or Asset Store.

See Usage Instruction Here.

Features

  • Super simple (Just open the window and select a GameObject)
  • Dynamic update everytime scene repaint (can be turned off for speed)
  • Depth Culling (Reduces visual complexity) and/or only Inspect by fraction part.
  • Inspect static mesh with over 65K vertices without lag (and yes, it don't have to be Unity 2017.3 to use it)
  • 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.
  • Support uGUI (Unity UI) and SkinnedMeshRenderer with no additional setup.

Technology

MeshDebugger does this in simple order:

  1. Get complete mesh analytics info
  2. Draw debug info to a mesh (can be splitted to several mesh if over 65K vert get added)
  3. Render it all-at-once via Graphic.DrawMeshNow().

Runtime Inspect

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.

If enough people interested I can make separate repo for IMGizmos which makes this Immediate Drawing wonderfully simpler and fast.

Changelog

See Changelog.txt.

License

MIT