Debug Draw: Runtime Lines, Shapes & Labels View on Asset Store (opens in new tab)

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Latest version
1.0.1
Last updated
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Unity version
6000.3.19 or later
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10 KB
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Debug Draw: Runtime Lines, Shapes & Labels

by OccaSoftware (opens in new tab)

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Draw debug lines, rays, boxes, spheres and world-space text at runtime, in builds and not just the editor. One static API with per-call color, duration and depth testing.

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Last 6 months

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Price history for Debug Draw: Runtime Lines, Shapes & Labels, 6 months Current Free; lowest Free; highest Free in this period. $0 Aug Sep Oct Nov

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Debug Draw: Runtime Lines, Shapes & Labels screenshot 1

Debug Draw: Runtime Lines, Shapes & Labels screenshot 1

About this asset

Debug Draw puts gizmo-style visual debugging where you actually need it: in your running game, including standalone builds.

One static API, callable from anywhere:

Draw.Line(a, b, color, duration, depthTest)

Draw.Ray(origin, direction, color, duration, depthTest)

Draw.Box(center, size, rotation, color, duration, depthTest)

Draw.Sphere(center, radius, color, duration, depthTest)

Draw.Text(position, text, color, duration)

Every call takes a color, a duration (0 draws for a single frame) and a depth-test flag, so a shape is either occluded by your scene geometry or drawn on top of it as an overlay.

Works in builds, not just the editor. Most debug drawing in Unity is editor-only, which is exactly where it is least useful. Debug Draw renders in the player, so you can diagnose behaviour in a real build.

Built-in, URP and HDRP. Shapes are batched into a line mesh and submitted through the standard renderer path, so they render in the Built-in Render Pipeline, in URP and in HDRP. All three are verified in actual player builds, not just in the editor. The package ships its own shader, so nothing it needs is stripped out of your build.

No setup. There is no prefab to place and nothing to initialise. Call the API and the renderer creates itself on first use, then retires each shape as its duration expires. The line mesh is rebuilt from reused buffers, so drawing does not generate garbage.

Includes a sample scene and documentation.

Supported: Unity 6.0 LTS and up.

Free, from OccaSoftware.

From the publisher's Asset Store listing.

Technical details

One static API: Draw.Line, Draw.Ray, Draw.Box, Draw.Sphere and Draw.Text

Per-call color, duration and depth testing (occluded by geometry, or overlay on top)

Renders in player builds, not only in the editor

Built-in Render Pipeline, URP and HDRP, all three verified in real player builds

Ships its own line shader, so nothing it needs is stripped from your build

Allocation-free drawing: the line mesh is rebuilt from reused buffers

No prefab and no initialisation; the renderer creates itself on first use

Sample scene and documentation included

Supported: Unity 6.0 LTS and up

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.3.19f1 Compatible Compatible Compatible

As listed on the Asset Store.