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Debug Screen: Difference between revisions

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The [[Debug Screen|debug screen]] is an in-game overlay that displays technical data about the game's current state, such as the player's positional coordinates and game performance information. This special overlay is only available to developers of [[HighSpell]].
The [[Debug Screen|debug screen]] is an in-game overlay that displays technical data about the game's current state, such as the player's positional coordinates and game performance information.


They can access the debug screen by:
<s>You can access the debug screen by:


* '''UK:''' Hold down <code>SHIFT</code> and press <code>#</code>.
* '''UK:''' Hold down <code>SHIFT</code> and press <code>#</code>.
* '''US:''' Press <code>~</code> by itself.
* '''US:''' Press <code>~</code> by itself.


Additionally, they can toggle the user interface by pressing <code>F2</code>.
Additionally, they can toggle the user interface by pressing <code>F2</code>.</s>
 
It appears as if none of this is possible anymore.


[[File:Debug_Screen.png]]
[[File:Debug_Screen.png]]
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* Frames per second.
* Frames per second.
* Player coordinates.
* Player coordinates.
* World level (e.g. upstairs inside of a building or underground inside of a cave).
* World level (e.g. upstairs inside of a building or [[underground]] inside of a cave).
* Nearby player count.
* Nearby player count.
* Nearby NPC count.
* Nearby [[non-player character|NPC]] count.
* Nearby ground items.
* Nearby ground items.
* Rendered mesh count (i.e. 3D models).
* Rendered mesh count (i.e. 3D models).

Latest revision as of 11:43, 23 May 2025

The debug screen is an in-game overlay that displays technical data about the game's current state, such as the player's positional coordinates and game performance information.

You can access the debug screen by:

  • UK: Hold down SHIFT and press #.
  • US: Press ~ by itself.

Additionally, they can toggle the user interface by pressing F2.

It appears as if none of this is possible anymore.

List of Data[edit]

  • Frames per second.
  • Player coordinates.
  • World level (e.g. upstairs inside of a building or underground inside of a cave).
  • Nearby player count.
  • Nearby NPC count.
  • Nearby ground items.
  • Rendered mesh count (i.e. 3D models).
  • Rendered sprite count (i.e. 2D images).
  • Active meshes evaluation time.
  • Frame time.
  • Render time.
  • Sprite render time.
  • Camera render time.