![icon](/images/icon_3d_128.png) # Debug drawing utility for Godot This is an add-on for debug drawing in 3D and for some 2D overlays, which is written in `C++` and can be used with `GDScript` or `C#`. Based on my previous addon, which was developed [only for C#](https://github.com/DmitriySalnikov/godot_debug_draw_cs), and which was inspired by [Zylann's GDScript addon](https://github.com/Zylann/godot_debug_draw) ## [Documentation](https://dd3d.dmitriysalnikov.ru/docs/) ## [Godot 3 version](https://github.com/DmitriySalnikov/godot_debug_draw_3d/tree/godot_3) ## Support me Your support adds motivation to develop my public projects. Boosty USDT-TRC20 USDT-TRC20 TEw934PrsffHsAn5M63SoHYRuZo984EF6v ## Features 3D: * Arrow * Billboard opaque square * Box * Camera Frustum * Cylinder * Gizmo * Grid * Line * Line Path * Line with Arrow * Plane * Points * Position 3D (3 crossing axes) * Sphere 2D: * **[Work in progress]** Overlay: * Text (with grouping and coloring) * FPS Graph * Custom Graphs Precompiled for: * Windows * Linux (built on Ubuntu 20.04) * macOS (10.14+) * Android (5.0+) * iOS * Web (Firefox not supported) This addon also supports working with several World3D and different Viewports. ## [Interactive Web Demo](https://dd3d.dmitriysalnikov.ru/demo/) [![screenshot_web](/images/screenshot_web.png)](https://dd3d.dmitriysalnikov.ru/demo/) > [!WARNING] > > * Firefox most likely can't run this demo ## Download To download, use the [Godot Asset Library](https://godotengine.org/asset-library/asset/1766) or download the archive by clicking the button at the top of the main repository page: `Code -> Download ZIP`, then unzip it to your project folder. Or use one of the stable versions from the [GitHub Releases](https://github.com/DmitriySalnikov/godot_debug_draw_3d/releases) page (just download one of the `Source Codes` in assets). ### Installation * Close editor * Copy `addons/debug_draw_3d` to your `addons` folder, create it if the folder doesn't exist * Launch editor ## Examples More examples can be found in the `examples_dd3d/` folder. Simple test: ```gdscript func _process(delta: float) -> void: var _time = Time.get_ticks_msec() / 1000.0 var box_pos = Vector3(0, sin(_time * 4), 0) var line_begin = Vector3(-1, sin(_time * 4), 0) var line_end = Vector3(1, cos(_time * 4), 0) DebugDraw3D.draw_box(box_pos, Vector3(1, 2, 1), Color(0, 1, 0)) DebugDraw3D.draw_line(line_begin, line_end, Color(1, 1, 0)) DebugDraw2D.set_text("Time", _time) DebugDraw2D.set_text("Frames drawn", Engine.get_frames_drawn()) DebugDraw2D.set_text("FPS", Engine.get_frames_per_second()) DebugDraw2D.set_text("delta", delta) ``` ![screenshot_1](/images/screenshot_1.png) ## API This project has a separate [documentation](https://dd3d.dmitriysalnikov.ru/docs/) page. Also, a list of all functions is available in the documentation inside the editor (see `DebugDraw3D` and `DebugDraw2D`). ![screenshot_4](/images/screenshot_4.png) ## Known issues and limitations Enabling occlusion culing can lower fps instead of increasing it. At the moment I do not know how to speed up the calculation of the visibility of objects. The text in the keys and values of a text group cannot contain multi-line strings. The entire text overlay can only be placed in one corner, unlike `DataGraphs`. [Frustum of Camera3D does not take into account the window size from ProjectSettings](https://github.com/godotengine/godot/issues/70362). **The version for Godot 4.0 requires explicitly specifying the exact data types, otherwise errors may occur.** ## More screenshots `DebugDrawDemoScene.tscn` in editor ![screenshot_2](/images/screenshot_2.png) `DebugDrawDemoScene.tscn` in play mode ![screenshot_3](/images/screenshot_3.png)