Allows to view game asset objects with a set of different tools for their debugging.
Renders the object using a default or blueprint style wire-frame model, to visualize the underlying design structure of the asset object.
Depending on the geometry semantics the object has (normals, binormals, tangents), it can have different debug shaders available to render it, which can be used to debug the object view problems.
Draws the extents of the lights loaded in the scene.
Draws the animated object hierarchy skeleton.
For skinned objects, draws the skeleton of the object.
Draws the hierarchy of the objects, if such exists.
The extents of the opaque nodes will be drawn in green.
For the objects that have kinematics, their geometry is drawn in blue, for dynamic objects - in green, and for static - in red.
Draws the extents of the object physics.
Draws the scene subdivision in areas.
Displays portals on the scene.
For the skinned, animated objects, will display the skin in a non-moving pose.
Draw the normals/tangents/binormals at each vertex on the model.
Allows to control the speed of animation, for animated objects.
Allows to control the movement speed of objects.
Scale the size of the normals/tangents/binormals lines.