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debug

Surface recent problems, inspect entity component state, and control the ambient debug-visualization overlay.

  • problems — return the errors and warnings the engine has logged since your last call (contract violations, awake/update throws, auto-disabled components, unresolved requires, bridged renderer/asset errors). Advances a read-cursor, so repeated calls report only what is new. When something you built does not behave, call this first.
  • inspect — component state for every entity matching a target (id, name, glob, proxy, or an array): script components as serialized public data, native ECS components as field values, or both — selected by include, filterable by types.

In the editor the overlay draws gizmos for the whole scene — mesh bounds, camera frustums, skeleton bones, physics colliders, icons for meshless entities (audio sources, cameras, lights), and mesh wireframes. It is ambient (no per-entity setup) and agent-driven:

  • set — show or hide a category (bounds, frustum, bones, colliders, icons, wireframe), or all.
  • scope — focus the overlay on specific entities (by name or id); call with nothing to clear the focus and draw for everything.
  • playSession — show the overlay in play mode for a temporary, never-saved session, so bones/colliders/bounds stay visible on a running, animating scene.
  • state — report which categories draw, the current scope, the play session, and the engine mode.