A (Idtech-like) console for use at runtime in your Unity Projects. The goal is to keep it as simple as possible. The console can register console commands to extend its possibilities. Console commands are easy to write and implement. There are some examples shipped with the base package.
Oh, and the console catches unity Logs.
Open Project Preferences and go to Package manager Window.
If not present, add this scoped registry:
- Name: OpenUPM
- URL :
https://package.openupm.com
- Scopes :
net.peeweek
Once added, you can close the project settings window.
Open Package manager (Window/Package Manager), select the Console package, and click the install button.
Either Clone the repository and reference the package.json
in the Package Manager UI, or add directly this line to the Packages/manifest.json
under dependencies
:
"net.peeweek.console": "https://github.com/peeweek/net.peeweek.console.git#1.4.0",
- By default, a default console is spawned from the prefab when playing.
- Press the Backslash
\
key at runtime to toggle the Console (Can be customized if you use the package as local package) - Use the input field to input commands and execute button or return key to execute.
If you want to customize the console prefab, you can create a copy of the default prefabs into your Assets/Resources
directory from your Project View's Packages/Console/Resources
directory. There are two diffent prefabs, based on the input system you are currently using:
Default_Console_LegacyInput.prefab
: Legacy Input SystemDefault_Console_NewInputSystem.prefab
: New Input System Package
After creating the copy, just rename the newly created asset, and remove the Default_
prefix.
- Backslash to Open/Close console
- Up/Down arrows to access type command history
- PageUp/PageDown to scroll console log history
help
: displays a list of all registered commands with summaryhelp [command]
displays theGetHelp()
string of given command.clear
clears the console output.
using ConsoleUtility;
Console.Log("Module", "Message", LogType.Warning);
for a detailed log and coloration.Console.Log("Module", "Message");
shortcut withLogType.Log
.Console.Log("Message");
Simplest one, without module.Console.AddCommand(command)
Registers one new command.
Writing console commands requires writing a Class that implements IConsoleCommand
interface.
- To manually register a console command use
Console.AddCommand(IConsoleCommand command)
- To set a console command to register itself automatically use the
[AutoRegisterConsoleCommand]
class attribute
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace ConsoleUtility
{
[AutoRegisterConsoleCommand]
public class MyConsoleCommand : IConsoleCommand
{
public void Execute(string[] args)
{
//use args array to parse command. args[] do not include the base command so in
// command 'mycommand foo bar' args[0] is foo and args[1] is bar
}
public string name => "mycommand"; // the actual command key
public string summary => "Does soemthing"; // summary displayed when typing 'help'
public string help => "usage: mycommand"; // help displayed when typing 'help mycommand'
public IEnumerable<Console.Alias> aliases
{
get
{
yield return Console.Alias.Get("myalias", "mycommand foo bar");
// yield return any console alias you need, for ease of use purposes
}
}
}
}