The Frame Debugger window is the user interface for Unity’s Frame Debugger. It shows the rendering event information and controls the playback of the frame under construction.
Label | Description |
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Enable/Disable: Enables or disables the Frame Debugger. | |
Target selector: Specifies the process to attach the Frame Debugger to. This is the Unity Editor by default but you can use this to attach the Frame Debugger to built applications. For more information, see Attach the Frame Debugger to a built project. | |
Event scrubber: A slider you can use to move through the rendering events in the current frame linearly. | |
Previous event: Selects the event previous to the one currently selected. | |
Next event: Selects the event after the one currently selected. | |
Event Hierarchy: Lists the sequence of rendering events that constitute the frame. For more information, see Event Hierarchy. | |
Event Information Panel: Displays information about the event such as geometry details and the shaderA program that runs on the GPU. More info See in Glossary used for a draw call. For more information, see Event Information Panel. |
To debug a frame using the Frame Debugger:
When a draw call event corresponds to the geometry of a GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary, Unity highlights that GameObject in the Hierarchy.
If an event renders into a RenderTexture, Unity displays the contents of that RenderTexture in the Game view and Frame Debugger window. This is useful for inspecting how various off-screen render targets build up. For example:
You can change the Frame Debugger’s target process to attach the Frame Debugger to a built Unity Player. To be compatible with the Frame Debugger, the Unity Player must:
If the Unity Player fulfills the above requirements, when you next debug a frame, you can attach the Frame Debugger to the Unity Player.