Hello,
How to disable redner pipeline debug window? in the build i can on/off this window, but i need to disable it completely.
1 Like
Bump. We need an ability to disable it or at least change its inputs (right now they are hardcoded in DebugManager.Actions).
Code from DebugManager.Actions
void RegisterInputs()
{
#if UNITY_EDITOR && !USE_INPUT_SYSTEM
var inputEntries = new List<InputManagerEntry>
{
new InputManagerEntry { name = kEnableDebugBtn1, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "left ctrl", altBtnPositive = "joystick button 8" },
new InputManagerEntry { name = kEnableDebugBtn2, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "backspace", altBtnPositive = "joystick button 9" },
new InputManagerEntry { name = kResetBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "left alt", altBtnPositive = "joystick button 1" },
new InputManagerEntry { name = kDebugNextBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "page down", altBtnPositive = "joystick button 5" },
new InputManagerEntry { name = kDebugPreviousBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "page up", altBtnPositive = "joystick button 4" },
new InputManagerEntry { name = kValidateBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "return", altBtnPositive = "joystick button 0" },
new InputManagerEntry { name = kPersistentBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "right shift", altBtnPositive = "joystick button 2" },
new InputManagerEntry { name = kMultiplierBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "left shift", altBtnPositive = "joystick button 3" },
new InputManagerEntry { name = kDPadHorizontal, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "right", btnNegative = "left", gravity = 1000f, deadZone = 0.001f, sensitivity = 1000f },
new InputManagerEntry { name = kDPadVertical, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "up", btnNegative = "down", gravity = 1000f, deadZone = 0.001f, sensitivity = 1000f },
new InputManagerEntry { name = kDPadVertical, kind = InputManagerEntry.Kind.Axis, axis = InputManagerEntry.Axis.Seventh, btnPositive = "up", btnNegative = "down", gravity = 1000f, deadZone = 0.001f, sensitivity = 1000f },
new InputManagerEntry { name = kDPadHorizontal, kind = InputManagerEntry.Kind.Axis, axis = InputManagerEntry.Axis.Sixth, btnPositive = "right", btnNegative = "left", gravity = 1000f, deadZone = 0.001f, sensitivity = 1000f },
};
InputRegistering.RegisterInputs(inputEntries);
#endif
#if USE_INPUT_SYSTEM
// Register input system actions
var enableAction = debugActionMap.AddAction(kEnableDebug, type: InputActionType.Button);
enableAction.AddCompositeBinding("ButtonWithOneModifier")
.With("Modifier", "<Gamepad>/rightStickPress")
.With("Button", "<Gamepad>/leftStickPress")
.With("Modifier", "<Keyboard>/leftCtrl")
.With("Button", "<Keyboard>/backspace");
var resetAction = debugActionMap.AddAction(kResetBtn, type: InputActionType.Button);
resetAction.AddCompositeBinding("ButtonWithOneModifier")
.With("Modifier", "<Gamepad>/rightStickPress")
.With("Button", "<Gamepad>/b")
.With("Modifier", "<Keyboard>/leftAlt")
.With("Button", "<Keyboard>/backspace");
var next = debugActionMap.AddAction(kDebugNextBtn, type: InputActionType.Button);
next.AddBinding("<Keyboard>/pageDown");
next.AddBinding("<Gamepad>/rightShoulder");
var previous = debugActionMap.AddAction(kDebugPreviousBtn, type: InputActionType.Button);
previous.AddBinding("<Keyboard>/pageUp");
previous.AddBinding("<Gamepad>/leftShoulder");
var validateAction = debugActionMap.AddAction(kValidateBtn, type: InputActionType.Button);
validateAction.AddBinding("<Keyboard>/enter");
validateAction.AddBinding("<Gamepad>/a");
var persistentAction = debugActionMap.AddAction(kPersistentBtn, type: InputActionType.Button);
persistentAction.AddBinding("<Keyboard>/rightShift");
persistentAction.AddBinding("<Gamepad>/x");
var multiplierAction = debugActionMap.AddAction(kMultiplierBtn, type: InputActionType.Value);
multiplierAction.AddBinding("<Keyboard>/leftShift");
multiplierAction.AddBinding("<Gamepad>/y");
var moveVerticalAction = debugActionMap.AddAction(kDPadVertical);
moveVerticalAction.AddCompositeBinding("1DAxis")
.With("Positive", "<Gamepad>/dpad/up")
.With("Negative", "<Gamepad>/dpad/down")
.With("Positive", "<Keyboard>/upArrow")
.With("Negative", "<Keyboard>/downArrow");
var moveHorizontalAction = debugActionMap.AddAction(kDPadHorizontal);
moveHorizontalAction.AddCompositeBinding("1DAxis")
.With("Positive", "<Gamepad>/dpad/right")
.With("Negative", "<Gamepad>/dpad/left")
.With("Positive", "<Keyboard>/rightArrow")
.With("Negative", "<Keyboard>/leftArrow");
#endif
}
}
Bump again, is there a way to disable or change the input to activate it?