What problem does it solve? When an ignifx game misbehaves, developers need to see what the engine is actually doing at runtime: frame timing, entity counts, component values, asset refcounts, and physics state. This Skill explains how to register and drive the @ignifx/devtools overlay to answer those questions without shipping debug code to production. ## Core Features & Use Cases - Stats and Timeline panels: Read frame time, fixed steps, scripts updated, and per-subsystem counters from app.diagnostics, with a per-phase timing graph. - Scene tree and Inspector: Browse the entity hierarchy and edit component properties live through schema-driven rows, with Transform handled as a special case. - Console, Assets, Input, Audio, and Physics panels: Capture log output via a dedicated sink, list manifest assets, and inspect optional subsystems that degrade gracefully when their packages are not registered. - Use Case: A developer notices frame drops in a 2D platformer, registers devtools() in the development build, opens the Timeline panel with the backtick key, and identifies which system phase is over budget. ## Quick Start Ask the assistant to show how to register @ignifx/devtools in an ignifx app and open the Inspector on a specific entity.