Disable Render Pipeline Debug Window

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?