| User Manual | Blog | Forum |
A debug panel for running PlayCanvas apps. It shows the entity hierarchy and every component's properties, and tabs for the cameras, assets, frame graph, performance, render targets, textures, meshes, materials, scripts, memory, shaders and physics of the app, with live previews of textures and render targets, picking and flying in the view, and a debug frame mode that steps through the draw calls of a render pass.
The inspector is read-only, apart from toggling entities on and off, pausing and stepping the app, and view-only overrides (render modes, wireframe, a flown or orbited camera) it removes when it closes.
npm install @playcanvas/inspectorIt requires PlayCanvas Engine 2.23 or newer. playcanvas is a peer dependency: the inspector works
on your app's own engine, so it must be the same playcanvas package your app imports.
TypeScript declarations are included, generated from the JSDoc of the sources.
import { Inspector } from '@playcanvas/inspector';
const inspector = new Inspector(app, { dock: 'left', width: 480 });Press ` to show or hide the panel, F9 to pause and F10 to step a frame while paused. The keys, dock side, width and more are options of the constructor.
Or, from the Editor or a scripted scene, as a script on an entity:
import { EntityInspector } from '@playcanvas/inspector';
const entity = new Entity('inspector');
entity.addComponent('script');
entity.script.create(EntityInspector, { properties: { dock: 'left' } });
app.root.addChild(entity);In the Frame graph tab, select a forward pass or one of its layer steps and turn on Debug frame. The app pauses and the pass draws only up to the selected draw; the arrow keys step through the draws one at a time, with each one outlined in the view and listed with its mesh and material. It needs the debug build of the engine.
On the Performance tab, press the record button (a ring around a dot) to capture every frame, up to the last 1000; it shows red while recording, and pressing it again stops. The button beside it clears the capture. Charts cover the whole capture along its time, each frame as wide as it lasted, with a pause longer than a second folded to a break mark: the frame interval, the CPU time on the main thread by phase, the GPU time and the draw calls by kind. The Loading section, on the same time, marks the moments of the page and the app, such as the first paint, the preload and the first frame, the assets loading, from asking for them to their resource being ready, with their request solid and what came after it, as parsing, faint, and how many requests were in flight; hover it for what was loading, and click an asset to show it on the Assets tab. Below them, the Memory chart draws the JavaScript heap, the video memory and each kind of it as lines sharing a scale, and the Resources chart the count of textures, render targets, shaders, buffers and pipelines; untick a line in the list beside a chart to hide it, and the chart rescales to the others. The Events section has a row, which can be unticked too, for each kind of event, marking the frames that had one: hitches, main thread blocked, lightmap bakes (for an app with a lightmapper), shaders compiled, garbage collections, resources created or destroyed and the app's own measures; the assets loading are in the Loading section. A hitch is a frame taking over twice the median, whatever held it back, so it is what the user sees stutter. Main thread blocked is what the browser reports, in Chromium browsers, as a long animation frame: its main thread busy for 50 ms or more, with the script that ran longest, during a frame or between them. It tells why a frame was slow: a hitch without it was held back by the GPU, the browser or the display, which its hover says. Click the name of a chart or a section to collapse it. Hover a mark for what happened, or a chart for the figures of the frame under the pointer. A dashed line marks the display interval on the Frame, CPU and GPU charts, which are scaled to show it.
Click a frame, or a mark, to show it on a timeline of its own, and everything recorded for it below: what held it back, the CPU time by phase, the GPU time of each pass, what loaded in it, the work it submitted, memory and resources, and its events. The timeline is a flame chart: the update, post-update, inspector and render of the CPU, and any lightmap bake where it ran, with the physics step, the animation and the phases of the render under them, then the GPU passes, the events, and the moments, assets and requests of the frame. With frames selected together, it shows their average frame. Scroll over the timeline to zoom into part of the frame, drag the scrollbar under it, or drag across it holding Shift, to pan, and double-click it to see the whole frame again; click its title to collapse it. Drag the divider between the names and the charts, or the timeline, to make the names wider. Drag across the charts to select frames together, with their averages, 95th percentiles and largest figures; scroll to zoom, then drag the scrollbar under the charts, or drag across them holding Shift, to pan, and double-click to see the whole capture again. ‹ and › step a frame, « shows the first and » the newest, following it as frames are recorded. While the panel has focus, the arrow keys step a frame (ten with Shift), Home shows the first and End follows the newest.
Turn on GPU timings to record the GPU time. On WebGPU each pass is timed, and the timeline draws
the GPU as a flame chart: the effects, such as bloom or depth of field, on the GPU line, with the
passes each runs under it, and the passes of their own on the GPU line too. The effect of a pass
comes from the frame graph, the pass it is a before or after pass of; where the frame graph no
longer matches the passes timed, every pass goes on the GPU line. Passes of one name in a row share
a label, as Downsample ×5, the frame details list the time of each, and clicking a pass or an effect
shows it on the Frame graph tab. An engine that sums the passes sharing a name, before 2.24, gives
one time for each name, and WebGL times the frame as a whole. An engine whose GPU profiler does not
say which frame its timings belong to, such as 2.23, gets them a few frames late, which the tab
notes. The inspector runs inside the app's update, so its own time is shown apart, as Inspector;
turn off Inspector time to leave it out of the CPU chart, which then scales to the app's own
time. The release engine times the update and the render as a whole; the profiler and debug engines
add the phases of the render, the batcher's updating and creating of batches among them, and the
breakdown of the draw calls. Spans the app measures with performance.measure show on the timeline
of their frame.
Turn on Script timing to time each script type while recording: the time of its update,
postUpdate and initialize calls, without the calls nested in them, such as the scripts of an
entity a script creates, and how many times each was called. The CPU chart then stacks the scripts
apart from the other systems, and the timeline draws the scripts of the update and of the
post-update where they ran, with a line below breaking each down by script type: as the calls of
the types interleave, entity by entity, each type is its time in all, back to back in the order the
types first ran. Click a type there to show it on the Scripts tab. The Scripts chart stacks the ten script types that took the longest, over the
frames selected together or else the whole capture, so selecting a spike brings forward the
scripts behind it; the others share one band, whose hover lists the longest of them. ▸ 10 more
under the list gives ten more types a band of their own. To follow a script whatever its time, pin
it: Pin beside it in the Scripts details, or Shift+click it in the list. Alt+click a line of a
list to show it alone, and again to show them all. Timing a call costs the app about half a
microsecond, estimated as recording starts and counted as the inspector's time. Time spent in
event handlers, timers and promises is not counted. On a page that is not cross-origin isolated,
the browser's clock steps by a tenth of a millisecond, so the times of small scripts read best over
many frames selected together.
The Counters section charts the counters the app keeps in app.stats.user, as each frame ended: a
line each, with a scale of its own, as their units are the app's. The frame details list their
values, and the frames selected together their averages, 95th percentiles and largest:
// counted afresh each frame
app.on('frameupdate', () => app.stats.user.set('enemies', 0));
// wherever the app counts them
app.stats.user.set('enemies', app.stats.user.get('enemies') + 1);To record from the first frame the app runs, pass record: true to the constructor, or set the
record attribute of the EntityInspector script. Create the inspector before the app runs its
first frame, as right after app.init(), to record the start of the app too: the capture then
begins with a Startup entry, from the page opening to the first frame, with the requests of the
page, its moments, the assets loaded and the times its main thread was blocked; its details list the
slowest assets, with their request and processing apart. It is one of the 1000 entries, so it makes
way for frames like any other. From code, set inspector.recording to start or stop a capture
around a part of the app:
const inspector = new Inspector(app, { record: true });
// once the part to look at has run
inspector.recording = false;Click a position, rotation or the local scale in the Transform section of an entity to edit it as three numbers separated by commas (one number for a uniform scale); Enter applies it and Escape gives up. Or turn on Move, Rotate or Scale in the toolbar and drag the handles of the gizmo drawn on the selected entity. A drag on a handle is kept from the app, while away from the handles the app has the view as usual. Pick, Fly and Orbit are off while a gizmo is on; Esc or its button turns it off. An entity with a physics body takes its body along.
Right-click a row, a section title or an item of a list to copy it to the clipboard as JSON, with
numbers at full precision. Right-click the header of a group, such as Textures on the Memory tab,
to copy the group, or the name of a tab to copy everything it lists: the Hierarchy tab copies the
hierarchy from its root. Copy as JSON copies it on its own; Copy N levels deep also copies
what it links to, such as the children of an entity, its mesh instances, their materials and their
textures, up to N links away; Copy all levels follows every link, so copying the root copies
the whole hierarchy. A link that is not followed is named by $type and its name or id, and
marked $stub; an object already copied elsewhere in the copy is marked $ref. A node's parent
and the lists of what uses an object are left out, so a copy never climbs out of what was copied.
On the Performance tab, right-click the name of the tab to copy the whole capture, every frame with all it recorded, or the name of a chart or section, or a line of its list, to copy that series a row per frame, as JSON or as CSV for a spreadsheet; both cover the frames selected together when there are any. Right-click a frame in the charts to copy it, inside the frames selected together to copy their figures, and the timeline to copy its bars.
Each inspector release names the engine versions it supports in its playcanvas peer dependency.
The inspector reads engine internals to show what it shows, so a new engine release can need a new
inspector release. The range takes later 2.x releases but not prereleases of them, such as
2.24.0-beta.1, as npm does not match prereleases of other versions than the range names.
From engine 2.23, every PlayCanvas app announces itself to a hook defined on the global object, which is how the upcoming browser extension finds apps on any page:
globalThis[Symbol.for('playcanvas.inspector')] = {
register(app, { version, revision, protocol }) {},
unregister(app) {}
};The hook must be defined before the engine creates the app. register is called once each app is
initialized, and unregister when it is destroyed. protocol is 1.
Node 22.19 or newer.
npm install
npm run lint
npm test
npm run build:types # writes the TypeScript declarations to types/
npm run test:types # compiles a TypeScript usage of the package against them
npm run publint # checks the package is publishableThe tests run against the playcanvas version in devDependencies, on the engine's null graphics
device under jsdom.
A few engine helpers the inspector draws with are copied into src/renderers, src/picker and
src/input, so the inspector does not depend on them being in the app's engine build. See
COPIED_FROM.md.
MIT

