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Overview

The Perspective Viewport is the only Viewport that is adjustable. On this page, we'll discuss the Display Settings.


Hide by Category

All options under this heading let you hide and unhide certain objects in the Viewport.

Icon
They are shown by default, so ticking the box will hide them.

Render Types

Similar to Hide by Category, the options under this heading let you hide and unhide certain Render Types in the Viewport.

Icon
Contrary to Hide by Category, these boxes are ticked, so unticking the boxes will hide them.

Display Options

SettingDescription
Render Mode

Solid renders the scene in solid mode, which is the default mode:

Wireframe renders the scene in wireframe mode:


Point Mode renders the scene in point mode:

Labels

Displays object names on objects close to the current camera view. The distance at which these labels can be seen can be set in Edit -> Preferences -> Viewport -> General -> Text Labels -> Distance.

Safe Frame

Displays a Target Aspect Ratio frame to show what is visible in game mode:

Construction Plane

Displays a grid around an object when Helpers are on and the Move tool is being used.

Trigger Bounds

When helpers are on, shows the bounds for triggers (the boxes box around the triggers on the screenshot below):

Icons

When set, helper icons for objects will be shown.

Size-based Icons

Alternative method of rendering helper icons. Icons will dynamically scale size based on distance.

Frozen Object Helpers

Option to hide helpers completely for frozen objects, as opposed to the default icon dimming.

Profile Options

SettingDescription
Frame Profiler

This option displays the names of the functions that are currently being called by the game engine.

  • Count: The number of times the function is called
  • Time: Shows the current frametime taken up by an instance

The more time a process takes up, the more expensive it is. Obviously, when debugging, it's a good idea to address these processes first. However, it is also a good idea to take note of processes with a relatively low time, but a high count number, as this can also cause issues.

  • Latest Peaks: Shows any recent in frametime over a certain value for any functions shown; the purple number to the left displays the number of recent pagefaults caused by the engine
  • Pagefaults: happen when the game engine runs out of memory and the operating system accesses the hard drive.

Debug Options

SettingDescription
Memory Info

Displays current memory info. Useful for finding memory leaks.

Show Physics Proxies

Shows the Physics Proxies close to the camera.

Display Debug

None displays no debug information in the top-right corner of the Viewport.

Minimal displays a minimal amount of debug information in the top-right corner of the Viewport.

Full displays all possible debug information in the top-right corner of the Viewport.

Render Debug

Render Resources displays various statistics about DirectX use.

Draw Calls per Object shows the number of draw calls needed to draw an object.

Render Budgets shows information about CPU/GPU time and memory spent per frame 

AI/Game Options

SettingDescription
AI Debug Info

Toggles AI Debug Info

AI Draw Cover

Toggles AI Draw Cover

Show Game Tokens

Hides/unhides Game Tokens.

Highlight (Material Debug)

SettingDescription
Breakable Materials

Highlights materials that are breakable. Surfaces will flash green that are breakable

Missing Surface Types

Highlights surface types that are missing. Surfaces will flash red that are missing a surface type

Stereo Settings

SettingDescription
Stereo Mode

Enable / Disable the dual rendering mode in Sandbox

Stereo Output

Pick from the list the type of 3d output you would like to render. e.g.: Side by side, anaglyphic, VR headset etc.

Eye Distance (m)

Distance between eyes used for stereo (interocular distance)

Screen Distance (m)

Distance to plane where stereo parallax converges to zero

Flip Eyes

If the information for each eye comes in the wrong order, you can flip the two around



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