Using the Debug Layer

The main goal of the debug layer is to provide a fully functional UI to help you debug a scene and find potential culprits.

Using the UI

You can display the debug layer by calling:


You can also display the debug layer by choosing a camera if you use multiple cameras:

scene.debugLayer.show(true, camera);

Debug layer


This panel is designed to control display of all options.

  • Statistics, Logs, Meshes tree check-boxes allow you to enable/disable others panels
  • Bounding boxes check-box can be used to force the display of all bounding boxes
  • Clickable labels check-box can display a label for every node (Meshes, cameras and lights). These labels can be clicked to:
    • Display an overlay on meshes
    • Enable/disable lights
    • Switch to camera
  • Generate user marks (F12) check-box can be used with F12 tools to emit performance counters to UI Responsiveness profiler
  • Rendering mode can be used to switch between solid/wireframe/point modes
  • Texture channels can be used to turn specific textures off
  • Options can be used to turn specific engine options off

Meshes tree

The meshes tree allows you to enable/disable meshes by name and could be used to determine how many vertices are contained in a specific mesh.


The statistics panel gives you a global view of how specific engine parts are performing alongside WebGL info and capabilities.

Note about active vertices: Active vertices are the number of vertices processed by the GPU. For instance if you have a quad with 4 vertices and 2 faces, the total vertices will be 6 because 2 faces of 3 vertices each are sent to the GPU even if two vertices are shared.


You can use the Logs panel to get log/warn/error message from the engine.

Controlling the debug layer by code

The debug layer can be used without the UI as well. To do so, you just have to call it like this:


And for multiple cameras:

scene.debugLayer.show(false, camera);

You can hide the interface with:


You can then control when labels and axis should be displayed with the following code:

scene.debugLayer.shouldDisplayLabel = function (node) {
    return false;

scene.debugLayer.shouldDisplayAxis = function (mesh) {
    return mesh.name === "sphere1";

You can even control the ratio used to determine axis size:

scene.debugLayer.axisRatio = 0.04; // 4% of canvas width

You can also control the UI by using CSS and target following IDs:

  • DebugLayerStats
  • DebugLayerTree
  • DebugLayerLogs
  • DebugLayerOptions

For instance:

document.getElementById("DebugLayerStats").style.background = "#484848";
document.getElementById("DebugLayerStats").style.zindex = "999999";

Feel free to test it on the playground -