BEDisplayDebugger places bounds boxes around visible objects to assist in finding placement issues. For example, this would show you if a sprite was preventing your button from getting triggered.
To use, just add this code to your stage. The levels value lets you decide how deep the class iterates into the display tree. Level 1 is a direct descendant of the stage.
BEDisplayDebugger *debugger = [BEDisplayDebugger debuggerWithLevels:3]; [self addChild:debugger];
That's all you need to do!
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