# Add controls to the Rendering Debugger in URP

> Customise the Rendering Debugger window with your own controls and scripts, to visualize your project's lighting, rendering or material properties.

You can customise the [Rendering Debugger window](/engine/6000.7/manual/analysis/graphics-performance-profiling/in-urp/understand-performance/rendering-debugger.md) with your own controls and scripts, to visualize your project's lighting, rendering or Material properties.

The **Rendering Debugger** window contains multiple tabs ('panels'). When you select a panel, the window displays one or more controls ('widgets').

To create a widget and add it to a new panel, do the following:

1. Create a script that uses `using UnityEngine.Rendering;` to include the `UnityEngine.Rendering` namespace.
2. Create a widget by creating an instance of a child class of [DebugUI.Widget](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@15.0/api/UnityEngine.Rendering.DebugUI.Widget.html), for example `DebugUI.Button`.
3. In the widget, implement the `onValueChanged` callback, which Unity calls when you change the value in the widget.
4. Create a panel using [DebugUI.instance.GetPanel](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@15.0/api/UnityEngine.Rendering.DebugManager.html#UnityEngine_Rendering_DebugManager_GetPanel_System_String_System_Boolean_System_Int32_System_Boolean_).
5. Add the widget to an array.
6. Add the widget array to the list of children in the panel.

If you add 2 or more widgets to the array, the panel displays the widgets in the same order as the array.

The following code sample creates and adds a widget that enables or disables the main directional light:

```lang-cs
using UnityEngine;
using UnityEngine.Rendering;
using System.Collections.Generic;
using System.Linq;

[ExecuteInEditMode]
public class CustomDebugPanel : MonoBehaviour
{

    static bool lightEnabled = true;

    void OnEnable()
    {
        // Create a list of widgets
        var widgetList = new List<DebugUI.Widget>();

        // Add a checkbox widget to the list of widgets
        widgetList.AddRange(new DebugUI.Widget[]
        {
            new DebugUI.BoolField
            {
                displayName = "Enable main directional light",
                tooltip = "Enable or disable the main directional light",
                getter = () => lightEnabled,

                // When the widget value is changed, change the value of lightEnabled
                setter = value => lightEnabled = value,

                // Run a custom function to enable or disable the main directional light based on the widget value
                onValueChanged = DisplaySunChanged
            },
        });

        // Create a new panel (tab) in the Rendering Debugger
        var panel = DebugManager.instance.GetPanel("My Custom Panel", createIfNull: true);

        // Add the widgets to the panel
        panel.children.Add(widgetList.ToArray());
    }

    // Remove the custom panel if the GameObject is disabled
    void OnDisable()
    {
        DebugManager.instance.RemovePanel("My Custom Panel");
    }

    // Enable or disable the main directional light based on the widget value
    void DisplaySunChanged(DebugUI.Field<bool> field, bool displaySun)
    {
        Light sun = FindObjectsOfType<Light>().Where(x => x.type == LightType.Directional).FirstOrDefault();
        if (sun)
            sun.enabled = displaySun;
    }
}
```

Add the script to a GameObject. You should notice a new **My Custom Panel** panel in the **Rendering Debugger** window.

### Add a control to an existing panel

To fetch an existing panel, use `DebugManager.instance.GetPanel` with the panel name. Set `createIfNull` to `false`, so you don't accidentally create a new panel if the name doesn't match an existing panel.

The following code sample fetches the panel from the code sample above:

```lang-cs
var panel = DebugManager.instance.GetPanel("My Custom Panel", createIfNull: false);
```

You shouldn't add widgets to [URP's built-in Rendering Debugger panels](/engine/6000.7/manual/analysis/graphics-performance-profiling/in-urp/understand-performance/rendering-debugger.md).

## Add a container

You can use containers to display groups of widgets together.

1. Create a container using one of the child classes of [DebugUI.Container](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@15.0/api/UnityEngine.Rendering.DebugUI.Container.html), for example `DebugUI.Foldout`.
2. Add a widget array using the container's `Add` method.

The following code sample creates a collapsible container that contains 2 checkboxes:

```lang-cs
using UnityEngine;
using UnityEngine.Rendering;
using System.Collections.Generic;

[ExecuteInEditMode]
public class CustomDebugPanelWithContainer : MonoBehaviour
{
    void OnEnable()
    {
        // Create a list of widgets
        var widgetList = new List<DebugUI.Widget>();

        // Add 2 checkbox widgets to the list of widgets
        widgetList.AddRange(new DebugUI.Widget[]
        {
            new DebugUI.BoolField
            {
                displayName = "Visualisation 1",
            },
            new DebugUI.BoolField
            {
                displayName = "Visualisation 2",
            },
        });

        // Create a container
        var container = new DebugUI.Foldout
        {
            displayName = "My Container"
        };

        // Add the widgets to the container
        container.children.Add(widgetList.ToArray());

        // Create a new panel (tab) in the Rendering Debugger
        var panel = DebugManager.instance.GetPanel("My Custom Panel With Container", createIfNull: true);

        // Add the container to the panel
        panel.children.Add(container);
    }
}
```
