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The Rendering Debugger overlay never appears because the runtime debugger UI isn't present in the WebGL build. Two configuration issues in the project cause this: 1) The active Web build profile has Managed Code Variant = Release. This build profile carries its own Player Settings, so the value that matters for a build made with the Web profile active is the one on the Web profile — not the global Player Settings. On the attached project that value is Release, which does not emit UNITY_ENABLE_CHECKS. In com.unity.render-pipelines.core, the Rendering Debugger runtime UI is gated by ENABLE_RENDERING_DEBUGGER_UI = ENABLE_UIELEMENTS_MODULE && UNITY_ENABLE_CHECKS. With UNITY_ENABLE_CHECKS undefined, that define is compiled out — which removes both the overlay window and the input-gesture registration (so the LCtrl+Delete shortcut does nothing). Setting Managed Code Variant = Debug (or Checked) on the Web build profile restores both — verified on a local WebGL build of the attached project. 2) No PanelSettings asset is included in the build. Even with the debugger UI present, it fails to render with "ICU Data not available". The runtime debugger UI needs the icudt73l ICU data, which only ships when a PanelSettings asset referencing it is included in the build. The attached project includes none; adding one (e.g. via Preloaded Assets) makes the overlay render correctly. With both configured, the overlay appears and toggles as expected.
Steps to reproduce:
Observe: The Rendering Debugger overlay is not appearing.
Actual results: Rendering Debugger overlay is not displayed.
Expected results: Rendering Debugger overlay should appear on WebGL build.
Reproducible with versions: 6000.6.0b3, 6000.7.0a4
Not reproducible with versions: 6000.4.12f1, 6000.5.4f1
Tested on (OS):
MacBook Pro (16-inch, 2021), CPU: Apple M1 Max, Memory: 64 GB, macOS Tahoe: 26.1
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