I use unity debug.Draw api at to render the wrl debug geo but, its really damm slow (Unity why do you choke with a few debug draw calls, like huge fps tanks, grrrr).
The new system would create a game object for each error instance and list it under a "Debug" object in the scene view.
The plus of this too is you can easily go to the site of the error and have more context information.
(Hopefully there won't be much need for this as the algo will make nice clean geo, right!?)
I use unity debug.Draw api at to render the wrl debug geo but, its really damm slow (Unity why do you choke with a few debug draw calls, like huge fps tanks, grrrr).
The new system would create a game object for each error instance and list it under a "Debug" object in the scene view. The plus of this too is you can easily go to the site of the error and have more context information.
(Hopefully there won't be much need for this as the algo will make nice clean geo, right!?)