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Debug Nodes

Debug nodes help you inspect intermediate data flowing through a graph without affecting the final output. They are primarily useful during development and should generally be removed or disabled before shipping.


Debug Points

Category: Debug
Description: Logs point count (and optionally individual point positions) to the Unity Console, then passes all data through unchanged.

Ports

DirectionNameType
InputInPoint
OutputOutPoint

Settings

FieldTypeDefaultDescription
labelstring"Debug"Prefix string added to every log message, allowing you to distinguish output from multiple Debug Points nodes.
logPositionsboolfalseWhen enabled, logs the world position and density of each individual point (up to maxLogCount).
maxLogCountint10Maximum number of individual point entries logged when logPositions is true. A summary line is appended when the actual count exceeds this value.

Log Output Format

Total count message (always emitted):

[PPG Debug:<label>] Total points: <N>

Per-point messages (when logPositions is true):

[PPG Debug:<label>] Point[<i>] pos=(<x>, <y>, <z>) density=<d>

Overflow message (when point count exceeds maxLogCount):

[PPG Debug:<label>] ... and <remainder> more

Notes

  • The node is a true pass-through: input data objects are forwarded directly to Out without copying or modification.
  • Log messages are emitted via UnityEngine.Debug.Log and appear in the Unity Console. They are visible in both Editor and development builds.
  • Because the same PPGPointData reference is forwarded, downstream nodes see exactly the same data that was inspected.
  • If multiple PPGPointData objects arrive on In (e.g. from a merge), each is logged and passed through separately. The Total points counter accumulates across all inputs.
  • Setting maxLogCount to 0 logs only the total count summary even when logPositions is true.
  • High maxLogCount values with large point sets can cause significant Console spam. Keep the default of 10 for general inspection.

Procedural Placement Graph for Unity