com.anupackages.debugconsole
v2.1.3
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Provides easy way to create and invoke debug commands in game console
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com.anupackages.debugconsole
Advanced in-game console for Unity 3D, which replicates Windows cmd.
ATTENTION
This Asset is depends of other repo, which is redistribution of MIT licensed C# options parser NDesk.Options (looks like original repo already missed, but there is original web page)
If you install this asset as package by Unity Package Manager, than packcage com.anupackages.ndesk-options will be installed automatically.
Optional dependency:
- if you want to use Expression Evaluation, you need to install following packages. Whis are also redistribution for Unity Package Manager usage. See more in How to Install
About
Provides easy way to create and invoke debug commands in game console at runtime. Also it displays console messages (logs, warnings, errors, exceptions, assertions) at runtime in a build.
User interface is created with uGUI and packed in a single SpriteAtlas.
Commands, parameters, suggestions and auto complete
#defines
Expression evaluation
Nested commands
Persistent commands history
It is possible to resize or change UI scale of the console window during the game.
Console messages can be filtered by message type the same way as in UnityEditor console window.
It is possible to filter logs by search query ste same way as in UnityEditor console window.\
Infinite scroll. Logs scroll list are recyclable. So you can have ponentially infinite amoung of logs in the console
How to Install
through Unity Package Manager as npm package (preffered method): add following to your Scoped Registries
"scopedRegistries": [ { "name": "ANU", "url": "https://registry.npmjs.org/", "scopes": [ "com.anupackages" ] } ]
Then you will be able to search all available packages directly in Unity Package Manager window
When installing package with dependencies theought regustries, all dependencies will be installed automatically.
Do note, that NCalc for Expression evaluations it an optional dependency. So if you want to use Expression evaluations, you need to install it manually.
through Unity Package Manager from git url:
Add all dependencies to your manifest.json:
mandatory:"com.unity.textmeshpro": "3.0.6", "com.anupackages.debugconsole": "https://github.com/ANU-CHEEKI-BREEKI/com.anupackages.debugconsole.git", "com.anupackages.ndesk-options": "https://github.com/ANU-CHEEKI-BREEKI/com.anupackages.ndesk-options.git",
optional:
"com.anupackages.ncalc": "https://github.com/ANU-CHEEKI-BREEKI/com.anupackages.ncalc.git", "com.anupackages.antlr4": "https://github.com/ANU-CHEEKI-BREEKI/com.anupackages.antlr4.git",
download sources as zip archive and import to your project (you will need then to manually download all dependencies too)
from asset store (updates less frequently because of long unity review time and general publishing process)
Roadmap
Each star ★ on the project page brings new features closer. You can suggest new features in the Discussions.
How to use
How To Begin
- Just drag and drop DebugConsole prefab to the scene. And you are ready to go.
- Use Tilde
~
key (or BackQuote`
) to open and close the console UI. - Use
Ctrl
+~
to switch suggestion context (Command line History or Commands Suggestions) - Use
Ctrl
+.
to force open suggestion popup even if command line is empty - Use
Tab
to apply first suggestion from popup - Use
Arrow Up
andArrow Down
to scroll suggestions - Use
Tab
orEnter
to apply selected suggestion - Use
Esc
to move focus back from suggestion popup to command line
Adding Commands
Attributes
See more attributes in the wiki
- Simply add
[DebugCommand]
attribute to field, property ot method, and it will become the command accessible from the console! - Add
[DebugCommandPrefix("prefix")]
attribute to the class which contains the commands, and all commands will haveprefix.
before their names
Example:
using UnityEngine;
using ANU.IngameDebug.Console;
[DebugCommandPrefix("example")]
public class MyScript : MonoBehaviour
{
[DebugCommand]
[SerializeField] private int _myField;
[DebugCommand]
public int Property { get; set; }
[DebugCommand]
public void MethodWithParameters(int num, Vector4[] arr, bool flag = false){ }
}
From the code above will be registered following commands:
example.my-field [value]
example.property [value]
example.method-with-parameters num arr [flag]
Field and property commands has default optional parameter value
.
If you call the command without parameter, command will return field/property value.
If you pass the value, command will set this vale to field/property.
By default, DebugConsole search end register commands only in types that inherit MonoBehaviour
. If you want to declare your commands in any other type, you should register that type by declaring [RegisterDebugCommandTypes]
attribute on the assembly. But in this case you should use only static commands or register instance of that type in DebugConsole.InstanceTargets
registry. See more in InstanceTargetType usage
using UnityEngine;
using ANU.IngameDebug.Console;
[assembly: RegisterDebugCommandTypes(typeof(NonMonoBehaviorClass))]
public class NonMonoBehaviorClass
{
[DebugCommand]
public static void StaticMethod(){}
[DebugCommand]
public void InstanceMethod(){}
[RuntimeInitializeOnLoadMethod]
private static void InitStatic()
=> DebugConsole.InstanceTargets.Register(new NonMonoBehaviorClass());
}
There are a lot more attributes available.\ You can
- Change command name [DebugCommand(Name="name")]
- Add command description [DebugCommand(Description="desc")]
- Add method parameter alternative names [OptAltNames("h","?")]
- Add method parameter description [OptDesc("parameter description")]
- Add parameters available values hint
as constant collection [OptVal(v1, v2, v3)]
or dynamic collection [OptValDynamic("list-values")] for dynamic values provider nested command execution are used
[DebugCommand] private static void LoadScene( [OptAltNames("n")] [OptDesc("Load scene by name")] [OptValDynamic("default.list-scene-names")] string name = "", [OptAltNames("i")] [OptDesc("Load scene by index")] [OptValDynamic("default.list-scene-indices")] int index = -1, [OptAltNames("r")] [OptDesc("Set only this flag to reload current scene")] bool reload = false ) { if (!string.IsNullOrEmpty(name)) SceneManager.LoadScene(name); else if (index >= 0) SceneManager.LoadScene(index); else if (reload) SceneManager.LoadScene(SceneManager.GetActiveScene().name); else throw new System.Exception("Pass at least one parameter"); } [DebugCommand] private static IEnumerable<string> ListSceneNames() => ListSceneIndices().Select(i => SceneUtility .GetScenePathByBuildIndex(i) .Split('/') .LastOrDefault() ?.Split('.') ?.FirstOrDefault() ); [DebugCommand] private static IEnumerable<int> ListSceneIndices() { var cnt = SceneManager.sceneCountInBuildSettings; for (int i = 0; i < cnt; i++) yield return i; }
Direct registration
You can also register commands dynamically by DebugConsole API
Strongly typed
- Lambda commands:
DebugConsole.Commands.RegisterCommand<int, bool>("is-positive", "Is the number greater than 0", num => num > 0)
DebugConsole.Commands.RegisterCommand<float>("time-scale", "Set time scale", value => Time.scale = value)
- Delegate commands (can be decorated by attributes, the same way as in Attributes section)
using System;
using ANU.IngameDebug.Console;
class NonMbClass
{
[DebugCommand(Name="custom-name-instanced", Description="Custom description")]
public static void InstanceMethod(
[OptDesc("integer value in range [0; 3]")]
[OptAltNames("p")]
[OptVal(0, 1, 2, 3)]
int parameter
){}
[DebugCommand(Name="custom-name-static", Description="Custom description")]
public static void StaticMethod(){}
}
var instance = new NonMbClass();
DebugConsole.Commands.RegisterCommand(new Action<int>(instance.InstanceMethod))
DebugConsole.Commands.RegisterCommand(new Action(NonMbClass.StaticMethod))
Weakly typed
- Method info
class MyClass
{
public void MyMethod(int arg1, Quaternion arg2){}
}
var methodInfo = typeof(MyClass).GetMethod("MyMethod");
DebugConsole.Commands.RegisterCommand("by-method-info", "desc", methodInfo, new MyClass());
- By static method name
class MyClass
{
static void MyStaticMethod(int arg1, Quaternion arg2){}
}
DebugConsole.Commands.RegisterCommand("static-by-name", "desc", "MyStaticMethod", typeof(MyClass));
- By instance method name
class MyClass
{
void MyMethod(int arg1, Quaternion arg2){}
}
var instance = new MyClass();
DebugConsole.Commands.RegisterCommand("instanced-by-name", "desc", "MyMethod", instance);
Static commands
It is simplest case of the command. No instance ot type, where command declared, required to call the command.
Instanced commands
When using [DebugCommand]
attribute, all methods, properties and fields marked by this attribute and declared directly inside any MonoBehaviour automatically registered.
You can also use [RegisterDebugCommandTypes]
attribute to register the non MonoBehaviour types, to find and register all commands declared inside that types.
However, to call this commands, instance of type where commands declared is required.
You can pass this instance directly in the console as command target (For all instanced commands option names [--targets|t] are reserved for this purpose
), or you can let the DebugConsole to find the instances for you.
There is an optional property InstanceTargetType Target
in [DebugCommand]
attribute, which let you to define how the target command instance should be found.
InstanceTargetType
- AllActive - DebugConsole will use GameObject.Find to find all components on active game objects and call the command for each of them
- AllIncludingInactive - DebugConsole will use GameObject.Find to find all components on active and inactive game objects and call the command for each of them
- FirstActive - DebugConsole will use GameObject.Find to find first component on active game objects and call the command for it
- FirstIncludingInactive - DebugConsole will use GameObject.Find to find first component on active or and inactive game objects and call the command for it
- Registry - DebugConsole will search for instances of target type only in
DebugConsole.InstanceTargets
registry.
When the command declared inside non MonoBehaviour type,InstanceTargetType.Registry
always be used, no matter what value you set inDebugCommandAttribute.Target
property
Basic command line syntax
Basic syntax based is based on NDeskOptions package, and was extended to to support unnamed parameters. From that point it becomes similar to C# named parameters
syntax.
Parameters
Lest see the example command:
using UnityEngine;
using ANU.IngameDebug.Console;
public class MyScript : MonoBehaviour
{
[DebugCommand]
public void Command(
int param1,
[OptAltNames("p")]
float param2 = 1.5f,
bool optionalBool = true,
[OptAltNames("f")]
bool firstFlag = false,
[OptAltNames("s")]
bool secondFlag = false,
// do note: t is reserved name for instanced commands. so use 2nd symbol as alt name
[OptAltNames("h")]
bool thirdFlag = false){ }
}
That method are accessible from the console in syntax:
command param1 [param2|p=1.5] [optionalBool=true] [firstFlag|f] [secondFlag|s] [thirdFlag|h]
You should pass all required parameters. And you can skip optional parameters. But you should use of the following rules:
- pass all parameters without specifying parameter names in order they declared in the corresponding method
command 123 12 false
is equivalent to C# code:
myScript.Command(123, 12, false);
- pass all parameters with parameter names, what allows you to pass them in any order.
command --param2=12, --param1=123 --optionalBool=false
is equivalent to C# code:
myScript.Command(param2: 12, param1: 123, optionalBool: false);
- combine two approaches like in C# named parameters:
- pass any parameters count without names in same order that parameters declared in the method
- pass other parameters in any order you want, specified their names
- if any parameter passed with name - all following parameters must be passed with names too
command 123, --optionalBool=false, --param2=12
is equivalent to C# code:
myScript.Command(123, optionalBool: false, param2: 12);
Flags
Optional boolean parameter with default value false
are considered as a flag
.
It should be passed without specifying the value, since any different value from 'false' than you can pass is 'true'.
So you should just pass
- flag name for named parameter
- ANY not empty string for unnamed parameter
so following commands are equivalent
command 123 --firstFlag --secondFlag --thirdFlag --param2=12, --optionalBool=false
command 123 12 false a a a
where a a a
can be anything. like a b c
or yes aha sure
and equivalent to C# code
myScript.Command(123, firstFlag: true, secondFlag: true, thirdFlag: true, param2: 12, optionalBool: false);
myScript.Command(123, 12, true, true, true, true);
Bundled flags
If flag has single character alternative name, it can be used in bundled mode. Bundled parameters must start with a single '-' and consists of a sequence of (optional) boolean flags followed by an (optional) parameter name nad followed by that parameter value.
In this manner these commands are equivalent:
command 123 -fh
command 123 --firstFlag --thirdFlag
command 123 -f -h
and
command 123 -fhp12
command 123 -f -h -p=12
Supported parameter types:
string
- surround with
"
or'
- surround with
bool
(non case sensitive)- true:
t, 1, yes, y, approve, apply, on
- false:
f, 0, no, n, discard, cancel, off
- true:
Quaternion
- parsed as
Vector3
euler angles
- parsed as
Color32
- parsed as
Color
- parsed as
Color
- parsed as
Vector3
- parsed as
Vector4
- parsed as HtmlString, for example
#RGB
,#RRGGBBAA
,red
,cyan
, etc..
- parsed as
- array or list
[]
or()
are equivalent, so below listed samples for[]
only,
or[1, 2, 3]
or[1 2 3]
or[1 , 2 ,3 ]
are equivalent[n]
or justn
without[]
: single itemn
[]
: empty collection
- vectors (
Vector2Int
,Vector2
,Vector3Int
,Vector3
,Vector4
)- parsed as array of fixed size
[]
: all components equals zero[n]
or justn
without[]
: all components equalsn
- GameObject and Component, any type inherited from Component
- used
GameObject.Find
and filtered byname
for Component types - can pass
null
(non case sensitive)
- used
Expression evaluation
ATTENTION:
to use ExpressionEvaluation install NCalc package.
When ExpressionEvaluation installed, you can evaluate expressions directly in console command line. The syntax is similar to Unity ExpressionEvaluator.Evaluate which is used to evaluate expressions directly in inspector numeric fields. So if you have used this at least one time, you should be already familiar with this.
For example: following command line inputs are equivalent:
command --param1="(1 + 3)*(1 + 1)"
command --param1=(1+3)*(1+1)
command (1+3)*(1+1)
command 8
- Subset of System.Math methods are supported (Log, Max, Min, Round, Abs, Sin, Cos and many more)
- UnityEngine.Mathf.Clamp and Clamp01 are supported
- Mathf.PI, Mathf.Deg2Rad, Mathf.Rad2Deg constants are supported
#defines
Defines, like C macros, allow you to create shorthands which will then be expanded before the command is parsed. Defines are defined using #define
command in console command line or by DebugConsole.Defines.Add
API
#define num 125
equivalent to C# code:
DebugConsole.Defines.Add("num", "125");
and
#define num 125
#define a 2
#define b 4
#define apb #a+#b
command #num
command #apb
equivalent to
command 125
command 6
Nested commands
You can surround expression in brackets {}
to parse it like nested command. The expression will be invoked recursively, with its result bubbled up to the expression.
[DebugCommandPrefix("player")]
public class Player
{
[DebugCommand]
[SerializedField] private float _hp = 10;
[DebugCommand]
[SerializedField] public float MaxHp => 10;
[DebugCommand]
public void Heal(float amount) => _hp += amount;
[DebugCommand]
public void InstanceMethod(){}
}
Set player hp to max value:
player.hp {player.max-hp}
Define shortcut to calculate 25% of player max hp And heal player by 25% of max value
#define hp25percent {player.max-hp}*0.25
player.heal #hp25percent
Advanced
Custom converters
You can add custom converters to support more types parsing.
- For types hierarchy
- you should implement
IIConverter
interface
- you should implement
public class ComponentConverter : IConverter
{
public Type TargetType => typeof(UnityEngine.Component);
object IConverter.ConvertFromString(string option, System.Type targetType)
{
if (option.ToLower() == "null")
return null;
return GameObject
.FindObjectsOfType(targetType)
.FirstOrDefault(t => t.name == option);
}
}
Converters.Register(new ComponentConverter());
- for concrete type
- you should implement
IConverter<T>
- you should implement
public class BoolConverter : IConverter<bool>
{
public bool ConvertFromString(string option)
{
switch (option.ToLower())
{
case "0":
case "false":
case "f":
return false;
case "1":
case "true":
case "t":
return true;
default:
throw new Exception($"Not a valid input for Boolean: {option}");
}
}
}
Converters.Register(new BoolConverter());
- or you can use lambda converter
Converters.Register<bool>(option => option == "1" || option == "true" || option == "t");
Custom command line preprocessor
You can write and register own ICommandInputPreprocessor
implementation to extend command line syntax.
After entered command recorded to the command history, but before the command parsed and executed it being proceeded by DebugConsole.Preprocessors
.
All implemented syntax extensions made by ICommandInputPreprocessor
implementations:
- arrays brackets support -
BracketsToStringPreprocessor
- unnamed parameters -
NamedParametersPreprocessor
- defies -
DefinesPreprocessor
- expression evaluations -
ExpressionEvaluatorPreprocessor
- nested commands -
NestedCommandsPreprocessor
Basically it just grabs the input. ang changed it that way to support already existing syntax.
For example BracketsToStringPreprocessor
just surround []
or ()
brackets by "
, and make it string parameter, so NDescOption can parse it and pass to corresponding parameter as single value, not splitting by whitespace.
public class BracketsToStringPreprocessor : ICommandInputPreprocessor
{
private readonly Regex _regex = new Regex(@"(?<!""|')\s+(?<content>(\[.*?\])|(\(.*?\)))");
public string Preprocess(string input)
{
var matches = _regex.Matches(input);
input = _regex.Replace(input, @" ""${content}""");
return input;
}
}
DebugConsole.Processors.Add(new BracketsToStringPreprocessor());
IInjectDebugConsoleContext
Sometimes you want to access already registered Converters
, Processors
, or even silently execute command from inside IConverter
or ICommandInputPreprocessor
.
Technically you can access it by DebugConsole.Converters
or DebugConsole.Processors
, but its not recommended due to static spaghetti code and inability to write unit tests.
For that purpose implement IInjectDebugConsoleContext
interface, and IReadOnlyDebugConsoleProcessor
will be injected to your converter or processor.
For example: there are implementation of Color32Converter
. It just parse the input as Color and then uses it to construct Color32
public class Color32Converter : IConverter<Color32>, IInjectDebugConsoleContext
{
IReadOnlyDebugConsoleProcessor IInjectDebugConsoleContext.Context { get; set; }
private IReadOnlyConverterRegistry Converters => Context.Converters;
public Color32 ConvertFromString(string option)
{
var color = Converters.ConvertFromString<Color>(option);
return new Color32(
(byte)(color.r * 255),
(byte)(color.g * 255),
(byte)(color.b * 255),
(byte)(color.a * 255)
);
}
}