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Debug ​

Inspects values passing through the graph. Passes the input through to the output unchanged and draws the value it sees on the node's face.

Category: Utility Menu path: Utility > Debug

Ports ​

PortTypeDirectionDescription
inimageRgba16finputAny value to inspect (accepts all port types via compatibility)
outimageRgba16foutputPassthrough of the input (unchanged)

Parameters ​

None.

How It Works ​

Debug is a passthrough node -- whatever comes in goes out unchanged. Its purpose is to inspect values at any point in the graph. The value it sees rides back from the engine on the node readout channel -- the general channel any node can use to publish labelled values -- and is drawn on the node's own face in the node graph, on every render. Debug publishes exactly one value; Measure is the other node using the channel today, and shows its numbers in Properties instead.

Debug probe mode: Debug nodes with connected inputs are seeded as additional BFS roots during graph evaluation, so a standalone Debug probe attached anywhere in the graph will evaluate even without a path to the Output node. This makes Debug useful for inspecting side branches.

Value types reported:

  • Scalar: displays the numeric value
  • Vec2/Vec3: displays component values
  • Color: displays RGBA components
  • Texture: displays dimensions (e.g., "Texture 1920x1080")
  • Other types: displays type name and summary

Usage Examples ​

Basic: Inspect a value ​

Math.out -> Debug.in. The Debug node shows the value for the current frame on its face in the node graph.

Inline passthrough ​

Insert Debug between two nodes: ImageSource -> Debug -> Transform2D. The image passes through while you can inspect its dimensions.

Side branch probe ​

Attach Debug to any node's output without routing through Output. The Debug node evaluates independently and reports the value.

Tips ​

  • The value is always on the node's face -- no panel to open, no HUD to toggle
  • Debug nodes have zero performance cost for texture passthrough (they share the reference, not copy)
  • Texture thumbnails are not currently rendered -- textures show as "Texture WxH" text
  • Multiple Debug nodes can be placed throughout the graph to monitor different points simultaneously
  • Output -- the graph's final compositing node
  • Time -- useful to Debug for verifying time values