Landing Debugger & Telemetry

Real-Time Runtime Telemetry & Candidate Inspection


Debugging dynamic AI behavior across dozens of roaming creatures requires immediate visibility. The Landing Debugger provides a zero-overhead window into agent decision-making, physics checks, and lease states.

Open it via:

  • Menu: Window > Perch > Landing Debugger (or via the Diagnostics tab in PERCH Studio).

Landing Debugger Telemetry


Key Inspector Capabilities

1. Selected-Agent Focus

When observing a flock of 50 birds, viewing global logs produces overwhelming noise. The Landing Debugger defaults to Selected Only mode: select any bird in the Hierarchy or Scene View to instantly focus telemetry on that specific agent.

2. Live State & Motion Owner Gauges

  • FSM State: Displays the active state (FreeFlight, Selecting, Planning, Approaching, Touchdown, Perched, TakingOff).
  • Motion Owner: Indicates whether the root is currently driven by ExternalProvider (free flight steering) or PerchMotor (PERCH trajectory solver).
  • Speed & Kinematics: Real-time velocity, angular turn rate, and distance remaining to touchdown.

3. Active Lease & Heartbeat Monitor

  • Assigned Slot: Displays current SlotHandle (World ID, Spot ID, Slot ID, Generation).
  • Lease Token: Shows monotonic sequence number and active lease generation.
  • Heartbeat Timer: Displays the TTL countdown bar (resets every 0.25s while approaching).

4. Candidate Rejection Reason Breakdown

When an agent attempts candidate selection, the debugger displays a ranked list of candidate perches and why they were accepted or rejected:

[Candidate Perches Evaluated: 8]
├── Spot #1 (Wooden Rail A)  --> REJECTED: Occupied (by Finch #2)
├── Spot #2 (Stone Ledge)    --> REJECTED: TagMismatch (Requires 'LargeBird')
├── Spot #3 (High Wire)      --> REJECTED: RouteInfeasible (Turn rate 165°/s > 120°/s)
└── Spot #4 (Garden Branch)  --> ACCEPTED: Score 0.89 (Selected for approach)

Studio Telemetry Detail


Scene View Visual Overlays

The debugger draws non-intrusive Scene View gizmos for selected agents:

  • Blue Line: The planned 32-sample Hermite approach spline.
  • Cyan Spheres: Swept collision boundary points along the corridor.
  • Green Ring: The target slot’s contact frame and surface normal vector.
  • Yellow Cylinder: The slot’s reserved wingspan exclusion footprint.
  • Red Cross: Location of an obstructing collider if an approach or departure sweep fails.

[!TIP] Debugger overlays are rendered using Unity’s Gizmos system. You can toggle them on or off at any time using the Gizmos dropdown in the Scene View header.


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