DebugKit Runtime
DebugKit Runtime is a production-ready debugging suite that runs inside your built application (Standalone, Mobile, or Consoles). It gives you a familiar, Editor-like experience directly on your test device, so you can solve problems without tethering to a PC.
Overview
The tool appears as a resizable, collapsible side panel built entirely with Unity UI Toolkit. It is designed for touch screens and high-resolution mobile displays, so your debug data stays readable and interactive.
A device pass can stay inside that panel. Browse the live scene in the Hierarchy, select a GameObject, and edit component fields in the Inspector. Switch to the Console for Debug.Log output and stack traces, or to Performance for FPS, frame time, and managed memory. When you need your own sliders and buttons, expose them on the Control Panel. Install steps are in Getting Started.
Key capabilities
Runtime Hierarchy
Browse all active GameObjects, expand deep trees, and select objects for inspection.
Open Hierarchy →
Advanced Inspector
View and edit component fields in Normal or Debug mode. Nested classes, collections, and dictionaries via Reflection.
Open Inspector →
Live Console
Capture, search, and filter logs with full stack traces and collapse.
Open Console →
Performance
Track FPS, Frame Time, and Memory (Heap / GC) with high-frequency sparkline graphs.
Open Performance →
Admin Control Panel
Build custom dashboards with [ControlPanelMember] and [ControlPanelMethod] to trigger logic instantly.
Adaptive design
Flexible layout
DebugKit does not force a fixed size on your screen. Drag and slide the panel edge to shape your workspace.
- Expand to see deep hierarchy trees or complex inspector data.
- Shrink to keep the toolkit accessible while you focus on gameplay.
Responsive UI
Built for modern mobile displays. The UI is fully responsive out of the box.
- Zero configuration: the tool detects your screen resolution automatically.
- Orientation support: it reflows between Portrait and Landscape so buttons, text, and graphs stay legible.
Runtime customization
In-device preferences
Fine-tune the toolkit on the device to match your testing environment. Through the settings menu you can adjust:
- Font scaling: Optimize text size for any screen density, from phones to high-resolution tablets.
- UI opacity: Control panel transparency so the game world stays visible while you debug.
- Refresh rates: Balance data precision and performance by choosing how often the UI updates.
- Console and module behavior: Tune how logs are captured, or toggle feature modules to save resources.
- Persistent configuration: Changes are saved on the device and carry across testing sessions.
Key benefits
| Benefit | Description |
|---|---|
| Device debugging | Debug on real devices without the Unity Editor or build-and-run cycles for simple checks. |
| No scene setup | Auto-bootstrap loads DebugKit from Resources/prefabs/DKManager. No manual placement required. |
| Development-build safety | Optionally show DebugKit only in development builds (Debug.isDebugBuild), keeping it out of release. |
| Persistent across scenes | The auto-spawned instance uses DontDestroyOnLoad, so it survives scene changes. |
| Customizable | Preferences (font size, refresh intervals, console options, and more) persist via PlayerPrefs. |
| Extensible | Expose your own sliders and buttons in the Control Panel via attributes. |
| Lightweight | Feature tabs load on demand. Only active feature logic runs (for example, Performance sampling when that tab is visible). |


