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Disable Render Pipeline Debug Window

Discussion in 'Editor & General Support' started by Yukihirotkyo, Mar 2, 2020.

  1. Yukihirotkyo

    Yukihirotkyo

    Joined:
    Dec 2, 2012
    Posts:
    33
    Hello,
    How to disable redner pipeline debug window? in the build i can on/off this window, but i need to disable it completely.
     
    qsleonard likes this.
  2. qsleonard

    qsleonard

    Joined:
    Dec 26, 2018
    Posts:
    15
    Bump. We need an ability to disable it or at least change its inputs (right now they are hardcoded in DebugManager.Actions).
    Code (CSharp):
    1. void RegisterInputs()
    2.         {
    3. #if UNITY_EDITOR && !USE_INPUT_SYSTEM
    4.             var inputEntries = new List<InputManagerEntry>
    5.             {
    6.                 new InputManagerEntry { name = kEnableDebugBtn1,  kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "left ctrl",   altBtnPositive = "joystick button 8" },
    7.                 new InputManagerEntry { name = kEnableDebugBtn2,  kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "backspace",   altBtnPositive = "joystick button 9" },
    8.                 new InputManagerEntry { name = kResetBtn,         kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "left alt",    altBtnPositive = "joystick button 1" },
    9.                 new InputManagerEntry { name = kDebugNextBtn,     kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "page down",   altBtnPositive = "joystick button 5" },
    10.                 new InputManagerEntry { name = kDebugPreviousBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "page up",     altBtnPositive = "joystick button 4" },
    11.                 new InputManagerEntry { name = kValidateBtn,      kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "return",      altBtnPositive = "joystick button 0" },
    12.                 new InputManagerEntry { name = kPersistentBtn,    kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "right shift", altBtnPositive = "joystick button 2" },
    13.                 new InputManagerEntry { name = kMultiplierBtn,    kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "left shift",  altBtnPositive = "joystick button 3" },
    14.                 new InputManagerEntry { name = kDPadHorizontal,   kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "right",       btnNegative = "left", gravity = 1000f, deadZone = 0.001f, sensitivity = 1000f },
    15.                 new InputManagerEntry { name = kDPadVertical,     kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "up",          btnNegative = "down", gravity = 1000f, deadZone = 0.001f, sensitivity = 1000f },
    16.                 new InputManagerEntry { name = kDPadVertical,     kind = InputManagerEntry.Kind.Axis, axis = InputManagerEntry.Axis.Seventh, btnPositive = "up",    btnNegative = "down", gravity = 1000f, deadZone = 0.001f, sensitivity = 1000f },
    17.                 new InputManagerEntry { name = kDPadHorizontal,   kind = InputManagerEntry.Kind.Axis, axis = InputManagerEntry.Axis.Sixth,   btnPositive = "right", btnNegative = "left", gravity = 1000f, deadZone = 0.001f, sensitivity = 1000f },
    18.             };
    19.  
    20.             InputRegistering.RegisterInputs(inputEntries);
    21. #endif
    22.  
    23. #if USE_INPUT_SYSTEM
    24.             // Register input system actions
    25.             var enableAction = debugActionMap.AddAction(kEnableDebug, type: InputActionType.Button);
    26.             enableAction.AddCompositeBinding("ButtonWithOneModifier")
    27.                 .With("Modifier", "<Gamepad>/rightStickPress")
    28.                 .With("Button", "<Gamepad>/leftStickPress")
    29.                 .With("Modifier", "<Keyboard>/leftCtrl")
    30.                 .With("Button", "<Keyboard>/backspace");
    31.  
    32.             var resetAction = debugActionMap.AddAction(kResetBtn, type: InputActionType.Button);
    33.             resetAction.AddCompositeBinding("ButtonWithOneModifier")
    34.                 .With("Modifier", "<Gamepad>/rightStickPress")
    35.                 .With("Button", "<Gamepad>/b")
    36.                 .With("Modifier", "<Keyboard>/leftAlt")
    37.                 .With("Button", "<Keyboard>/backspace");
    38.  
    39.             var next = debugActionMap.AddAction(kDebugNextBtn, type: InputActionType.Button);
    40.             next.AddBinding("<Keyboard>/pageDown");
    41.             next.AddBinding("<Gamepad>/rightShoulder");
    42.  
    43.             var previous = debugActionMap.AddAction(kDebugPreviousBtn, type: InputActionType.Button);
    44.             previous.AddBinding("<Keyboard>/pageUp");
    45.             previous.AddBinding("<Gamepad>/leftShoulder");
    46.  
    47.             var validateAction = debugActionMap.AddAction(kValidateBtn, type: InputActionType.Button);
    48.             validateAction.AddBinding("<Keyboard>/enter");
    49.             validateAction.AddBinding("<Gamepad>/a");
    50.  
    51.             var persistentAction = debugActionMap.AddAction(kPersistentBtn, type: InputActionType.Button);
    52.             persistentAction.AddBinding("<Keyboard>/rightShift");
    53.             persistentAction.AddBinding("<Gamepad>/x");
    54.  
    55.             var multiplierAction = debugActionMap.AddAction(kMultiplierBtn, type: InputActionType.Value);
    56.             multiplierAction.AddBinding("<Keyboard>/leftShift");
    57.             multiplierAction.AddBinding("<Gamepad>/y");
    58.  
    59.             var moveVerticalAction = debugActionMap.AddAction(kDPadVertical);
    60.             moveVerticalAction.AddCompositeBinding("1DAxis")
    61.                 .With("Positive", "<Gamepad>/dpad/up")
    62.                 .With("Negative", "<Gamepad>/dpad/down")
    63.                 .With("Positive", "<Keyboard>/upArrow")
    64.                 .With("Negative", "<Keyboard>/downArrow");
    65.  
    66.             var moveHorizontalAction = debugActionMap.AddAction(kDPadHorizontal);
    67.             moveHorizontalAction.AddCompositeBinding("1DAxis")
    68.                 .With("Positive", "<Gamepad>/dpad/right")
    69.                 .With("Negative", "<Gamepad>/dpad/left")
    70.                 .With("Positive", "<Keyboard>/rightArrow")
    71.                 .With("Negative", "<Keyboard>/leftArrow");
    72. #endif
    73.         }
    74.     }
     
  3. sergio93

    sergio93

    Joined:
    Aug 28, 2020
    Posts:
    52
    Bump again, is there a way to disable or change the input to activate it?