Changelog
New updates and improvements
Debug Filter December 2025
See what’s new and improved in our December Debug Filter update.

v1.1.2 - Troubleshooting & Cache Reliability Update
New: Clear Cache – Added a dedicated "Clear Cache" utility located in the Settings (⋮) menu under Troubleshooting. This tool is designed to resolve synchronization desyncs or potential cache corruption without needing to re-import the package.
Deep Cleaning Mechanism – Unlike a standard refresh, this action performs a complete factory reset:
Deletes persistent DebugFilterSettings.json and DebugFilterScriptCache.json files.
Wipes all tool-related EditorPrefs and in-memory UndoStore data.
Forces a fresh rebuild of the Script Index and triggers a full project re-scan.
Desync Resolution – Specifically addresses edge cases where debug entries might appear in the Console but are missing from the Filter list, or when line numbers become permanently out of sync due to external file modifications.
Tip: Use this feature if you suspect the tool isn't picking up recent script changes. Note that this will reset your saved filter states (active/inactive toggles) back to their defaults.
Decal Collider December 2025
See what’s new and improved in our December Decal Collider update.

v1.1.2 – Unity 6 & Projection Logic Update
New: Advanced Projection Masking – In cases where at least one projection ray hits a surface, areas remaining in the void are now automatically clipped (masked).
New: Empty-Space Visibility – If the projection hits no surface at all (completely in a void), the Sprite, text, or mesh will now remain fully visible in its original form.
New: PhysX 5 Safe Assignment – Added a secure mesh assignment mechanism to prevent physics engine crashes commonly encountered during the transition to Unity 6 and PhysX 5.
New: Invalid Mesh Validation – Before sending mesh data to the physics engine, the system now performs an automatic validity check; if a mesh is "zero-volume" or invalid, the collider is safely disabled.
Improved: Standard Material Compatibility – The system is no longer restricted to a specific material; it now offers full flexibility, working seamlessly with standard Unity materials such as URP/Lit and Sprite-Unlit.
Improved: Mesh Projection Synchronization – Resolved code conflicts that previously caused Sprite or Text objects to momentarily disappear when switching to Mesh Projection mode.
Fixed: TMP & Sprite Visibility Issue – Ensured that SpriteRenderers or text objects are instantly detected and projected onto the surface during projection mode changes.
Fixed: Physics Mesh Cleaning Error – Resolved the "cleaning the mesh failed" error caused by complex TextMeshPro (TMP) meshes during the physics cooking process.
Debug Filter December 2025
See what’s new and improved in our December Debug Filter update.

v1.1.1 - Domain Reload Performance Optimization
Fixed: Massive Domain Reload Slowdown Resolved a critical performance issue where DFManager.RefreshCustomDebugMethodNames was scanning all assemblies (including System and Unity engine DLLs) via reflection. In projects with many extensions, this previously increased reload times by up to 4x (15s+).
Improved: Near-Instant Reload (Unity 2019.2+) – For Unity 2019.2 and newer, the system now utilizes UnityEditor.TypeCache to discover methods marked with [DebugFilter]. Since TypeCache relies on Unity’s internal compilation cache, this operation is now almost instantaneous.
Improved: Optimized Legacy Fallback – For older Unity versions, assembly scanning is now intelligently filtered to skip System, Unity, and third-party engine libraries, focusing only on custom user assemblies to significantly reduce reflection overhead.
Improved: Package Name Initialization – Package display names are now restored into memory without performing file scans, ensuring consistent UI naming without impacting reload performance.
Tip: If you frequently use Debug Filter in Maximized mode, disabling Auto Refresh in the settings can further reduce editor overhead, as Unity triggers more frequent UI redraws when maximized.
Decal Collider December 2025
See what’s new and improved in our December Decal Collider update.

v1.1.0 - The Live Link & Performance Update
New: Dynamic TMP Support – TextMeshPro objects can now be used as a source. The Decal Mesh automatically updates itself whenever text, color, or font size changes.
New: Sprite Projection – SpriteRenderer changes (such as flips or sprite swaps) are instantly projected onto the decal surface.
New: Live Update Interval – Added a timer (liveUpdateInterval) to limit the update frequency, ensuring optimal performance.
New: Async Rebuild Support – Added the Coroutine-based AsyncRebuild(Action onProgress) method to the API. This spreads the rebuild process over time to prevent runtime frame drops (hiccups).
New: Save Mesh to Asset (Editor Only) – Added the ability to save the generated procedural Decal Mesh as a persistent .asset file in the project folder. This allows the use of baked static meshes without runtime calculations.
New: Raycast Hit Callbacks – Introduced the RegisterOnHitCallback system, triggered whenever a ray hits a surface. Useful for playing surface-specific effects such as particles or sounds.
Optimized: Zero-Alloc Rebuild – Prevented allocation of new lists (new List<>) every frame during mesh generation. GC pressure is minimized by reusing cached lists such as m_CacheVertices and m_CacheUVs.
New: Dynamic LOD System – Added a distance-based optimization system that automatically reduces decal polygon count as it moves away from the camera (lodDistance).
Optimized: Frustum Culling – With the CullIfInvisible setting enabled, all calculation processes for decals outside the camera view are fully stopped, saving CPU resources.
Optimized: Texture Data Caching – Texture data used for Alpha Masking is now cached (m_TextureColorCache), eliminating expensive ReadPixels calls during every rebuild.
Improved: Editor Statistics Panel – The Inspector analysis panel has been revamped to provide detailed real-time data on triangle count, raycast hit ratio, and memory usage (KB).
Fixed: Physics Fallback – Added a Fallback Quad protection mechanism to prevent physics engine crashes if MeshCollider generation fails.
Debug Filter December 2025
See what’s new and improved in our December Debug Filter update.

v1.1.0 - Packages Support
Added: New "Include Packages" toggle in the Settings menu. You can now properly scan and filter logs from the Packages/ folder (supports Local, Registry, and Cache packages).
Fixed: Resolved critical path mapping issues for read-only Registry packages (e.g., Input System, URP, Timeline) located in Library/PackageCache. Filters now work correctly for these files.
Improved: Package folders in the hierarchy now display their readable "Display Names" (e.g., "Input System") instead of raw package IDs (e.g., com.unity.inputsystem) for better readability.
Decal Collider December 2025
See what’s new and improved in our December Decal Collider update.

v1.0.3 - WebGL Compatibility Fix
Fixed: WebGL build error caused by a missing platform definition in the API script.
Debug Filter November 2025
See what’s new and improved in our November Debug Filter update.

v1.0.0 - Product feature
Centralized Debug Window – View all
Debug.Log,Warning,Error, andAssertcalls in one place.Smart Search & Filters – Instantly filter by message, script, method, or folder.
Script Filter Popup – Control which scripts and folders appear in the list.
One-Click Cleanup – Delete or reset all debug calls safely with Undo support.
Persistent Settings – Saves layout, filters, and hidden scripts automatically.
Console Integration – Adds a “Filter” button inside the Unity Console toolbar.
Preset Support – Store and apply custom filter profiles easily.
Parallel Scanning – Fast and optimized for large projects.
Undo-Safe Editing – All edits are fully tracked by Unity’s Undo system.
Editor-Only Tool – Lightweight and excluded from builds.
Built-in, URP, HDRP – Works across all Unity render pipelines.
Decal Collider November 2025
See what’s new and improved in our November Decal Collider update.

v1.0.2 - Hotfix & Stability
Fixed: Editor MissingReferenceException that occurred when a DecalCollider object was deleted before its delayed RebuildSafe() call executed.
Decal Collider September 2025
See what’s new and improved in our September Decal Collider update.

v1.0.1 - Hotfix & Optimization
Fixed a performance stutter that occurred when spawning prefabs at runtime by preventing unnecessary mesh rebuilding.
Decal Collider August 2025
See what’s new and improved in our August Decal Collider update.

v1.0.0 - Product feature
One-Click Build – Select the Decal → hit Rebuild → done.
Pixel-Perfect Colliders – Colliders are trimmed to your decal’s alpha, so players only hit what they see.
18 Projection Directions – Forward, inverse, box, hemisphere & more.
Live Scene Handles – Move, rotate, and adjust depth and mesh offset directly in the Scene view.
Runtime API – Full C# API (with XML documentation) for procedural decals, analytics, and pooling.
Stats Panel – Instantly see the triangle count, ray count, build time, and memory usage.
Undo-Safe & Prefab-Friendly – Works in Edit & Play mode, fully supports Prefabs.
Zero Runtime GC – Optimized for mobile.
Built-in, URP, HDRP – Tested with Unity 2022.3 LTS+.
Seamless Shader August 2025
See what’s new and improved in our August Seamless Shader update.

v1.0.0 - Product feature
Effect Seamless – Master toggle for hex-based logic.
Style – Switch between Texture, Both, or Debug views.
Focus – Adjust cell blend softness for smooth transitions.
Rotate – Per-cell random rotation control.
Zoom – Per-cell random scale variation.
Triplanar Projection – Automatic top, side, and front projection blending.
Sphere Mapping – Spherical UV support with polar blending.
Normal Map Support – Adjustable strength and depth offset.
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