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Found 9 results

  1. Hersir

    Debug layer is not opening

    Hi, tried to open inspector by: this.getScene(); but that produces following errors: bootstrap:129 Uncaught TypeError: Cannot read property 'bind' of undefined at bootstrap:129 at bootstrap:137 at universalModuleDefinition:9 at universalModuleDefinition:1 Uncaught TypeError: Cannot read property 'Inspector' of undefined at t.webpackJsonp.1921.t._createInspector (babylon.js:1) at HTMLScriptElement.n.onload (babylon.js:1) I am using babylonjs rc-1, and webpack for packing. I am missing some new configs ?, as it used to work 2-3 versions ago could be related to this ? Thank you
  2. I have a strange bug where my shadowGenerator.setDarkness value doesn't have the same effect when the debug layer is open or closed. I really don't see the possible link between those two things. Here are the 2 screenshots. Same darkness value (0.82). The only thing that differ is the commenting of the line that shows the debug layer. The shadow is cast on a plane with a ShadowOnlyMaterial Material.
  3. Hi, I'm looking for the same feature as I've already asked for the editor: an "onChange" event, but in DebugLayer. Here is the editor github issue for more details: Is it already possible to do that ? (I can't find how) And if it's not, is it possible to add it ? Thank you !!
  4. Using debug layer produce a infinite loop of warnings in console that freeze scene latest version, same in chrome and mozilla. Stable version return only one warning when using debulLayer
  5. Hi, Today I was playing around with BABYLON.EngineInstrumentation (babylonjs version v3.1-beta-2) and found this playground in your docs: If you enable the debug layer and choose the "Stats" tab everything working fine. But if you switch to any other tab and switch back to "Stats" again, you get a console error "Uncaught TypeError: Cannot read property 'getEngine' of null". Is there anything broken with the Inspector on this version? Best regards, Ller
  6. haestflod throws error

    Hi, I'm in the process of updating from 2.4 -> 3.0.7 and our button to show/hide debuglayer doesn't work anymore because the debug layer throws an exception when show() is called. I saw the InspectorURL points to a preview url: // The network tab shows that the script loads Here is the information in the console regarding the exception Uncaught ReferenceError: __extends is not defined at babylon.inspector.bundle.js:408 at INSPECTOR (babylon.inspector.bundle.js:408) at (babylon.inspector.bundle.js:408) at __webpack_require__ (babylon.inspector.bundle.js:21) at Object.<anonymous> (babylon.inspector.bundle.js:49) at __webpack_require__ (babylon.inspector.bundle.js:21) at babylon.inspector.bundle.js:41 at babylon.inspector.bundle.js:44 (anonymous) @ babylon.inspector.bundle.js:408 INSPECTOR @ babylon.inspector.bundle.js:408 global @ babylon.inspector.bundle.js:408 __webpack_require__ @ babylon.inspector.bundle.js:21 (anonymous) @ babylon.inspector.bundle.js:49 __webpack_require__ @ babylon.inspector.bundle.js:21 (anonymous) @ babylon.inspector.bundle.js:41 (anonymous) @ babylon.inspector.bundle.js:44 VM14956:61487 Uncaught TypeError: Cannot read property 'Inspector' of undefined at DebugLayer._createInspector (<anonymous>:61487:48) at HTMLScriptElement.script.onload (<anonymous>:5607:21)
  7. JohnK

    DebugLayer Not Found

    I am getting a not found error for
  8. 1. A parameter to specify an HTMLElement for the Inspector to add itself to? 2. Could the inspector take a parameter for which tab to start on? Reasons: (1) So games with a UI can see the inspector, and (2) so I can use it as an FPS meter I know I'm late to this party, but since it's such a big feature an options argument might be warranted:{ popup: false, parentElement: document.body, initialTab: 3, }) ...or similar.
  9. I have the following CSS for canvas: #canvas { position: absolute; width: 100%; height: 100%; top: 0; margin-bottom: 70px;}I.e. it should appear in full screen. And it does, until I enable the debug layer. Once I've enabled the debug layer, the things are messed up. On desktop everything works as usual, but on mobile the 100% becomes like 30%. I.e. canvas (and all the related controls, background, etc.) that should take 100% of the screen takes only one corner (left&topmost). Upd: If I set engine.setHardwareScaling(1) everything works ok