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DmitriySalnikov/godot_debug_draw_3d

★ 1,070 · C++ · NOASSERTION · updated Apr 2026

Draw 3D debug graphics and 2D overlays with this add-on.

A GDExtension addon for Godot that gives you immediate-mode 3D debug drawing (boxes, lines, spheres, frustums, etc.) plus a 2D text overlay, callable from GDScript, C#, or C++. It's for anyone doing gameplay or physics work in Godot 4 who wants gizmo-style visual debugging without hand-rolling MeshInstance nodes every time.

Ships precompiled binaries for Windows, Linux, macOS, Android, iOS, and Web, so most users never touch the C++ build at all. The scoped-config API (push a config via new_scoped_config(), it auto-reverts when the scope exits) is a clean way to change thickness/color/depth-test per call without manually saving and restoring global state. It exposes a real native API for C++ and C# consumers (dd3d_cpp_api.hpp, dd3d_cs_api.cs) instead of forcing everything through Godot's Variant marshaling, which matters when you're calling this every frame in a debug build. Also handles double-precision builds and multiple Viewport/World3D setups, which is where a lot of debug-draw addons quietly break.

Editor usage telemetry is on by default (anonymized, but opt-out rather than opt-in) — worth flagging to anyone who audits what their tools phone home. The README is upfront about real limitations rather than hiding them: overlay text can't do multi-line strings and is pinned to a single screen corner, and camera frustum drawing has a known inaccuracy tied to an unfixed upstream Godot issue. If you need a platform outside the precompiled list, you're into the full godot-cpp/SCons toolchain, which is a much bigger lift than a GDScript-only addon. Single-maintainer project with donation links front and center in the README — fine for what it is, but check issue turnaround before depending on it for anything time-sensitive.

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