# Three Debugging Use the dedicated debug mode when you need Chrome DevTools to step into Three.js internals. ```bash npm run dev:three-debug ``` This mode aliases `three` to `node_modules/three/src/Three.js` and disables Vite dependency pre-bundling for Three. In DevTools, open `node_modules/three/src/renderers/WebGLRenderer.js` and place a breakpoint inside: ```js this.render = function (scene, camera) { ``` Reload the page or trigger a frame. When the breakpoint hits, inspect `scene`, `camera`, renderer state, visible objects, matrices, materials, and `this.info.render`. If DevTools still opens a bundled file, stop the dev server, clear Vite's cached deps, and restart: ```bash rm -rf node_modules/.vite npm run dev:three-debug ``` ## Visual debug toggles The `Debug` folder of the runtime debug GUI exposes inspection toggles backed by `src/managers/stores/useDebugVisualsStore.ts`: - **Show Player Model** — renders the main character GLTF in front of the current camera (`src/components/debug/DebugPlayerModel.tsx`). The model is positioned in camera-local space so it stays visible regardless of pitch. - **Show Octree** — overlays the collision octree as colored line segments, one wireframe per spatial cell (`src/components/debug/DebugOctreeVisualization.tsx`). Cells are colored by depth. Use it to inspect collision precision around doorways or passages. - **Octree Max Depth** — caps how deep the octree visualization recurses (default 6). Increase to see leaf-level subdivisions; decrease to keep the scene readable when the tree is large. The octree visualization reads the live `Octree` instance from `World`. The mesh uses `depthTest: false` and a high `renderOrder`, so cells stay visible through opaque geometry. ## Shadow rendering intermittence Shadows occasionally failed to render on initial load and could disappear mid-session even though the `Lighting` configuration ran to completion. Root cause: the sun follows the camera (its world matrix is dirty every frame via `updateMatrixWorld()` inside `Lighting.useFrame`). With `shadow.autoUpdate` alone, three.js can skip the shadow map re-render on a frame where the matrix update has happened but the renderer's internal dirty tracking does not pick it up, leaving the shadow map stale or unrendered. Fix in `src/world/Lighting.tsx`: explicit `sun.shadow.needsUpdate = true` in two places, restoring the belt-and-suspenders pattern from `develop`: - After `configureSunShadow(...)` in the mount `useEffect`. - At the end of the `useFrame` block, right after `sun.updateMatrixWorld()`. Mitigations also in place: - Shadow config centralized in `src/data/world/lightingConfig.ts` (`bias=0`, `normalBias=0`, `cameraSize=95`). - Late-suspension Suspense boundaries in `World.tsx` to prevent global scene remounts that would re-run shadow setup mid-load. - `gl.shadowMap.needsUpdate = true` on `onCreated` and on `webglcontextrestored` in `src/pages/page.tsx`. If the issue reproduces, capture `[diag]`-style logs from `useOctreeGraphNode`, `Lighting`, and `GameMapCollision` to confirm there is no extra configuration pass (which would indicate a remaining suspending hook outside the existing Suspense boundaries).