DebugOverlaySystemclass

object→GameObjectSystem<T>→DebugOverlaySystem
Namespace
Sandbox
Assembly
Sandbox.Engine
Declaration
public sealed class Sandbox.DebugOverlaySystem : Sandbox.GameObjectSystem<T>

Constructors1

Showing 1 constructors

Methods23

Showing 23 methods

public void Capsule(Capsule capsule, Color color = null, float duration = 0, Transform transform = null, bool overlay = False, int segments = 12)PUBLIC

Draw a wireframe capsule, simple cylinder with 2 hemispheres.

ParameterTypeDescription
capsuleCapsule—
color = nullColor—
duration = 0float—
transform = nullTransform—
overlay = Falsebool—
segments = 12int—
Returns:void—

public void Cylinder(Capsule capsule, Color color = null, float duration = 0, Transform transform = null, bool overlay = False, int segments = 12)PUBLIC

Draw a wireframe cylinder, like a capsule without the hemispheres, showing all sides.

ParameterTypeDescription
capsuleCapsule—
color = nullColor—
duration = 0float—
transform = nullTransform—
overlay = Falsebool—
segments = 12int—
Returns:void—

public virtual void Dispose()PUBLICVIRTUAL

Returns:void—

public void Frustum(Sandbox.Frustum frustum, Color color = null, float duration = 0, Transform transform = null, bool overlay = False)PUBLIC

Draw a frustum

ParameterTypeDescription
frustumFrustum—
color = nullColor—
duration = 0float—
transform = nullTransform—
overlay = Falsebool—
Returns:void—

public void GameObject(Sandbox.GameObject go, Color color = null, float duration = 0, Transform transform = null, bool overlay = False, bool castShadows = True, Sandbox.Material materialOveride = null)PUBLIC

Draw a GameObject in the world

ParameterTypeDescription
goGameObject—
color = nullColor—
duration = 0float—
transform = nullTransform—
overlay = Falsebool—
castShadows = Truebool—
materialOveride = nullMaterial—
Returns:void—

public void Model(Sandbox.Model model, Color color = null, float duration = 0, Transform transform = null, bool overlay = False, bool castShadows = True, Sandbox.Material materialOveride = null, Transform[] localBoneTransforms = null)PUBLIC

Draw model in the world

ParameterTypeDescription
modelModel—
color = nullColor—
duration = 0float—
transform = nullTransform—
overlay = Falsebool—
castShadows = Truebool—
materialOveride = nullMaterial—
localBoneTransforms = nullTransform[]—
Returns:void—

public void Normal(Vector3 position, Vector3 direction, Color color = null, float duration = 0, Transform transform = null, bool overlay = False)PUBLIC

Draw a line

ParameterTypeDescription
positionVector3—
directionVector3—
color = nullColor—
duration = 0float—
transform = nullTransform—
overlay = Falsebool—
Returns:void—

public void ScreenTexture(Vector3 worldPos, Sandbox.Texture texture, Vector2 size, float duration = 0)PUBLIC

ParameterTypeDescription
worldPosVector3—
textureTexture—
sizeVector2—
duration = 0float—
Returns:void—

public void Sphere(Sandbox.Sphere sphere, Color color = null, float duration = 0, Transform transform = null, bool overlay = False)PUBLIC

Draw a sphere

ParameterTypeDescription
sphereSphere—
color = nullColor—
duration = 0float—
transform = nullTransform—
overlay = Falsebool—
Returns:void—

public void TaperedCylinder(Vector3 startCenter, Vector3 endCenter, float startRadius, float endRadius, Color color = null, float duration = 0, Transform transform = null, bool overlay = False, int segments = 12)PUBLIC

Draw a wireframe tapered cylinder, like a capsule without the hemispheres with start and end radius, showing all sides.

ParameterTypeDescription
startCenterVector3—
endCenterVector3—
startRadiusfloat—
endRadiusfloat—
color = nullColor—
duration = 0float—
transform = nullTransform—
overlay = Falsebool—
segments = 12int—
Returns:void—

public void Trace(Sandbox.SceneTraceResult trace, float duration = 0, bool overlay = False)PUBLIC

Draws the result of a physics trace, showing the start and end points, the hit location and normal (if any), and the traced shape (ray, sphere, box, capsule, cylinder) at both the start and end positions.

ParameterTypeDescription
traceSceneTraceResult—
duration = 0float—
overlay = Falsebool—
Returns:void—

On this page

Constructorspublic DebugOverlaySystem(Sandbox.Scene scene)Methodspublic System.Void Box(BBox box, Color color = null, System.Single duration = 0, Transform transform = null, System.Boolean overlay = False)public System.Void Box(Vector3 position, Vector3 size, Color color = null, System.Single duration = 0, Transform transform = null, System.Boolean overlay = False)public System.Void Capsule(Capsule capsule, Color color = null, System.Single duration = 0, Transform transform = null, System.Boolean overlay = False, System.Int32 segments = 12)public System.Void Cylinder(Capsule capsule, Color color = null, System.Single duration = 0, Transform transform = null, System.Boolean overlay = False, System.Int32 segments = 12)public virtual System.Void Dispose()public System.Void Frustum(Sandbox.Frustum frustum, Color color = null, System.Single duration = 0, Transform transform = null, System.Boolean overlay = False)public System.Void GameObject(Sandbox.GameObject go, Color color = null, System.Single duration = 0, Transform transform = null, System.Boolean overlay = False, System.Boolean castShadows = True, Sandbox.Material materialOveride = null)public System.Void Line(Line line, Color color = null, System.Single duration = 0, Transform transform = null, System.Boolean overlay = False)public System.Void Line(System.Collections.Generic.IEnumerable`1<Vector3> points, Color color = null, System.Single duration = 0, Transform transform = null, System.Boolean overlay = False)public System.Void Line(Vector3 from, Vector3 to, Color color = null, System.Single duration = 0, Transform transform = null, System.Boolean overlay = False)public System.Void Model(Sandbox.Model model, Color color = null, System.Single duration = 0, Transform transform = null, System.Boolean overlay = False, System.Boolean castShadows = True, Sandbox.Material materialOveride = null, Transform[] localBoneTransforms = null)public System.Void Normal(Vector3 position, Vector3 direction, Color color = null, System.Single duration = 0, Transform transform = null, System.Boolean overlay = False)public System.Void ScreenText(Vector2 pixelPosition, Sandbox.TextRendering.Scope textBlock, Sandbox.TextFlag flags = 132, System.Single duration = 0)public System.Void ScreenText(Vector2 pixelPosition, System.String text, System.Single size = 14, Sandbox.TextFlag flags = 132, Color color = null, System.Single duration = 0)public System.Void ScreenTexture(Vector3 worldPos, Sandbox.Texture texture, Vector2 size, System.Single duration = 0)public System.Void Sphere(Sandbox.Sphere sphere, Color color = null, System.Single duration = 0, Transform transform = null, System.Boolean overlay = False)public System.Void TaperedCylinder(Vector3 startCenter, Vector3 endCenter, System.Single startRadius, System.Single endRadius, Color color = null, System.Single duration = 0, Transform transform = null, System.Boolean overlay = False, System.Int32 segments = 12)public System.Void Text(Vector3 position, Sandbox.TextRendering.Scope scope, Sandbox.TextFlag flags = 132, System.Single duration = 0, System.Boolean overlay = False)public System.Void Text(Vector3 position, System.String text, System.Single size = 32, Sandbox.TextFlag flags = 132, Color color = null, System.Single duration = 0, System.Boolean overlay = False)public System.Void Texture(Sandbox.Texture texture, Sandbox.Rect screenRect, System.Nullable`1<Color> color = null, System.Single duration = 0)public System.Void Texture(Sandbox.Texture texture, Vector2 position, System.Nullable`1<Color> color = null, System.Single duration = 0)public System.Void Texture(Vector2 pixelPosition, Sandbox.Texture texture, Vector2 size, System.Single duration = 0)public System.Void Trace(Sandbox.SceneTraceResult trace, System.Single duration = 0, System.Boolean overlay = False)Metadata