Draw Debug Tools gives you more than 21 functions covering shapes, 3D labels and live graphs, turning gameplay logic into something you can see and understand. One static class, no setup, and the calls disappear from your release build.
💠DrawDebugTools.DrawSphere(target, 0.5f, 16, Color.red);
That one line puts a red sphere in the world at the position your AI just chose. There is nothing to set up before it works. Every draw function is static, so you can call it from Update, from a coroutine, from an event handler, or from anywhere else in your project where you need to see something.
Most gameplay bugs are spatial. An enemy walks to the wrong position, a raycast misses a collider it should have hit, an agent takes a path that makes no sense. A log can print you the coordinates involved, but it cannot show you that the target is behind a wall, or that the ray stopped just short of the thing you aimed it at. Draw the values instead of printing them and the problem is usually obvious in a single frame.
Technical details
• 30 draw functions — lines, points, spheres, boxes, capsules, cylinders, cones, arrows, circles, planes, grids, frustums, bounds and 3D coordinate axes.
• Live float graphs — one call per frame plots a value over time and scales itself.
• Debug camera — freeze time, detach, fly through the frame, inspect what is under the crosshair, and speed up, slow down, pause or resume time.
• World-space labels — pin a value to the object it describes, facing the camera.
• On-screen log — messages with a lifetime, readable while the game is still moving.
• Visualize a RaycastHit properly — hit point, normal, distance, collider and its bounds.
• Measure a distance between two points, drawn with the number on the line.
• Draw every collider on an object and its children, at true world size.
• AI agent paths — one component draws a NavMeshAgent’s route and remaining distance.
• Billboards — pin an icon or texture to a position, always facing the camera.
• Optional lifetime on every shape, so it stays on screen for as long as you need it.
• No setup: no prefab, no manager, no scene preparation.
• Batched rendering: all drawn shapes in a frame go out in one draw call, and drawing reuses its buffers instead of allocating.
• Removed from release builds automatically — calls and arguments both, no #if of your own.
• Settings asset for input keys, colors, graph sample count and agent path options.
• Old Input Manager, new Input System, or both.
• Full C# source included.
Original_Link: https://assetstore.unity.com/packages/tools/utilities/draw-debug-tools-ddt-163706









