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Collider debug gizmos#262

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PaperPrototype wants to merge 5 commits intoProwlEngine:New-Editorfrom
PaperPrototype:primtives-colliders-debug-gizmos
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Collider debug gizmos#262
PaperPrototype wants to merge 5 commits intoProwlEngine:New-Editorfrom
PaperPrototype:primtives-colliders-debug-gizmos

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@PaperPrototype PaperPrototype commented Apr 24, 2026

  • Prowl.Runtime/Components/Physics/Colliders/BoxCollider.cs
  • Prowl.Runtime/Components/Physics/Colliders/SphereCollider.cs (not tested)
  • Prowl.Runtime/Components/Physics/Colliders/ConeCollider.cs (not tested)
  • Prowl.Runtime/Components/Physics/Colliders/CylinderCollider.cs (not tested)
  • Prowl.Runtime/Components/Physics/Colliders/CapsuleCollider.cs (not tested)
  • Concave MeshCollider (Prowl.Runtime/Components/Physics/Colliders/MeshCollider.cs)
  • Convex MeshCollider (Prowl.Runtime/Components/Physics/Colliders/MeshCollider.cs)

This solves #259

Convex mesh colliders work, but I can't seem to get the debug gizmo for convex version working:

Screenshot 2026-04-24 at 5 32 43 AM

If you need a project to test with you can download this and open it in prowl: https://github.com/PaperPrototype/KayKitDemos/blob/main/Assets/Paper/Platformer/README.md

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PaperPrototype commented Apr 24, 2026

Got debug gizmos for convex mesh colliders working

Screenshot 2026-04-24 at 11 33 57 AM

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@michaelsakharov @sinnwrig ready for review

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There already is a jitter debug drawer setup with jitter itself, we might qanna remove that if we're doing it all manually?

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Oh I was unaware of that. I just needed debug gizmos for colliders cus I was doing the math in my head each time ✌️

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PaperPrototype commented Apr 25, 2026

Also I don't know what the performance of Jitter's IDebugDrawer would be like in Prowl. Apparently it is not very performant according to the docs, so this method might be better?

Regardless, I need debug gizmos for colliders in my project, so I'll use this until we decide on a solution.

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Jitters debug drawer is already integrated and already works but it only works in play mode, so what i mean is it needs to be removed if yours is more accurate.

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PaperPrototype commented Apr 27, 2026

I'll try and see if I can get IDebugDrawer working in edit mode and see how it compares.

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PaperPrototype commented Apr 27, 2026

So I attempted to implement IDebugDrawer via #266 however it seems the performance isn't particularly good #266

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It can't work in editor mode cause physical doesn't exist in editor

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PaperPrototype commented Apr 27, 2026

Yeah I figured. Anyway I think we should go ahead with this PR and leave IDebugDrawer mostly alone for things like joints and constraints. At least until we can write our our gizmos for it. Yes you will have to click play to see them but that way I can slowly go through each joint/constraint and copy what Jitter is doing. Otherwise I'll have to do it blind.

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Jist clone jitters code and tell claude to port their debug drawer stuff to ur debug gizmo's haha

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PaperPrototype commented Apr 27, 2026

Oh dear. That sounds a little bit criminal... if I wanted to do it right I would setup a proper physics test scene and verify that what claude draws is close to what jitter draws for joints/constraints. I know that I got the colliders correct at least.

But er, I guess I could do that

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i honestly dont think jitters debug draw comes with anything much for contraints, just delete the IDebugDrawer we already have (because i implemented one fully already in Physics class i think or somewhere there) that way we dont have duplicate stuff, then i'll merge this.

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Does this look good? I removed all the IDebugDrawer stuff

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