NOA Debugger for Unity : Feedback, Questions, and Feature Requests

Dear Timmy-Hsu,

We’re glad to hear that the new project with dynamic fonts is working fine. Please don’t hesitate to reach out if you encounter the issue again and need further assistance. We appreciate your efforts in investigating this issue.

Thanks again, and have a great day!

Best regards,

The NOA Debugger Development Team at DMM GAMES

The log printed from the Script can appear in the NOA Debugger if the text has already appeared in the scene, but not vice versa.

Unity project has been sent to noa-debugger-support@dmm.com

Dear Timmy-Hsu,

Thank you for your continued feedback.

We have received the Unity project you sent via email and are currently investigating the issue where logs printed from the script appear in the NOA Debugger only if the text has already appeared in the scene. This seems to be related to the TextMeshPro’s dynamic fonts and how they are handled at runtime.

Please allow us some time to thoroughly investigate the problem. We will get back to you as soon as we have more information or a potential solution.

Thank you for your patience and cooperation. If you have any further questions or additional information that might help during this investigation, please do not hesitate to contact us.

Best regards,

The NOA Debugger Development Team at DMM GAMES

1 Like

Dear Timmy-Hsu,

We are pleased to inform you that we have resolved the issue with TextMeshPro’s dynamic fonts not displaying logs properly in the NOA Debugger unless the text has already appeared in the scene.

The problem was identified as TextMeshPro’s dynamic font not initially containing the necessary glyphs for the characters being logged. We have added a routine that dynamically registers the text glyphs with the dynamic font asset at runtime, ensuring that the character and glyph tables are updated, allowing for correct rendering.

We greatly appreciate your detailed feedback and for sending us your Unity project. Your cooperation and assistance greatly facilitated a swift resolution to the problem.

Please find attached the modified source code file. To apply this fix, replace the following file in your project with the attached file:

com.exnoa.noa.debugger/Runtime/Scripts/Components/NoaDebuggerText.cs

NoaDebuggerText.cs (4.9 KB)

This adjustment ensures that when logs are printed to the text component, any missing text meshes are dynamically registered with the dynamic font asset.

Additionally, we have attached a screenshot illustrating the corrected functionality.

BeforeTable

We plan to include this fix in the next official version to ensure that this issue is permanently resolved.

If you have any further questions or additional information, please do not hesitate to contact us.

Best regards,

The NOA Debugger Development Team at DMM GAMES

Awesome, the response time, explanations, and processing results are all impressive.
We will continue to use NOA Debugger and will provide feedback if we encounter other problems or suggestions in the future. Thank you~

1 Like

Hi @noa-debugger-support
I just stumbled upon your asset and thought that it could be extremely helpful and is super feature rich. The support here also looks very good.

I am shocked to see that you don’t have many reviews and that @glangor didn’t update his / her unfair rating, although his support question was answered.

I am an asset store publisher as well, and I know how important good reviews are. So, please people, if you like an asset give it a good rating. Otherwise, it may happen that nobody is buying it, so it won’t receive updates at some point.

I for myself will consider it for future projects and will rate it as well when I had the chance using it.

1 Like

Thank you for using NOA Debugger for Unity.

Notice of NOA Debugger v1.4.0 Release and Special Pricing.

We are excited to announce that our next version, NOA Debugger v1.4.0, is scheduled to be released soon! This update will focus primarily on enhancing and refining existing features based on the valuable feedback we have received from our customers on the forum, as well as from the game titles we use internally at EXNOA. While the main focus is on improving the current functionalities, some new features will also be introduced to further enhance your debugging experience. Additionally, we have confirmed compatibility with Unity 6 in this update.

Key Details:

  • Release Date: Coming soon (targeting November 2024)
  • Special Price: Temporarily reduced from $30 to $10 (excluding taxes), available for a limited time after release
  • Update Focus: Enhancements and improvements to existing features, along with the introduction of some new functionalities

Note : This special pricing is an independent promotion and is not related to any campaigns hosted by the Unity Asset Store.

We also kindly ask all NOA Debugger users to consider leaving a review on the Asset Store. Your feedback is incredibly valuable to us and helps us continue to improve and serve you better.

Thank you for your continued support. If you have any questions or need further information, please do not hesitate to contact us.

Best regards,

The NOA Debugger Development Team at DMM GAMES

Thank you for using NOA Debugger for Unity.
We have submitted version 1.4.0 to the Asset Store. The release date is November 28, 2024 (JST).

Here are the release notes:

Added

  • APILog

    • Added the feature to register the request body and response body in types other than string.This feature ensures that the conversion to string is performed only when necessary, which is effective if the conversion process is heavy.
  • Hierarchy

    • Added a feature to toggle the active/inactive state of an object selected in the Hierarchy Information Display area.
  • DebugCommand

    • Added the ability to execute DebugCommands from sources other than the GameView in the UnityEditor.
    • Added the feature to specify the display order of groups to the CommandGroup attribute.
  • Other

    • Added a sample to the demo scene to check how to use the extensions provided by NOA Debugger.
    • Added a process to apply the addition or removal of the NOA_DEBUGGER symbol definition to BuildProfiles that override PlayerSettings.

Changed

  • Hierarchy

    • Changed to expand/collapse the tree when selecting objects in the hierarchy information display area.
  • DebugCommand

    • Changed the registration process for categories to allow setting a display name in addition to the traditional category name. This change enables both omitting the argument in DebugCommandRegister.GetCategoryInstance() and changing the display name.
    • Modified the process to make the origin of exceptions occurring within registered commands traceable from the stack trace.
  • Other

    • Changed the confirmed Unity version for the operating environment as follows:2022.3.8f1 → 2022.3.51f1 2023.2.7f1 → 6000.0.25f1

Fixed

  • DebugCommand

    • Fixed an issue where commands that return a MethodHandler were not being executed.
    • Fixed an issue where category classes inheriting from DebugCategoryBase defined within a namespace might not be available in the built client application.
  • Other

    • Fixed a bug where copying to the clipboard was not possible in Unity 6 Web builds.
    • Fixed an issue where the creation of NOA Debugger did not complete correctly when both NoaDebug.Destroy() and NoaDebug.Initialize() were executed in the same frame.
    • Fixed a bug where NoaDebug.IsInitialized would return true before NoaDebugger initialization was completed. Fixed a bug where strings were not added to the graph table when using dynamic font.
    • Fixed an issue where characters were cut off when displaying more than 99,999 characters by limiting the number of characters displayed.

Note: when updating NOA Debugger for Unity from the Package Manager, don’t forget to delete the existing old version from the project before importing the new one (V1.4.0) !
You can delete NOA Debugger in NOA Debugger Editor by selecting Window -> NOA Debugger from the Unity menu.

Best regards,
The NOA Debugger Development Team at DMM GAMES

Thank you for using NOA Debugger for Unity.
We have submitted version 1.5.0 to the Asset Store. The release date is March 10, 2025 (JST).
We lowered our price from $30 to $20 to reach more users.

Here are the release notes:

Added

  • Controller
    • Added a controller that can be displayed by long-pressing the start button, allowing the following operations:
      • Execute registered user defined actions
      • Pause/resume game
      • Change game speed
      • Transition to the start-up scene
      • Hide NOA Debugger related UI
      • Capture a screenshot
    • Added various APIs for operating the controller.
  • Information
    • Added the feature to automatically update displayed content.
    • Added a feature to register and display custom data.
    • Added a feature to display the active render pipeline.
    • Added a feature to display whether the Scriptable Render Pipeline Batcher is enabled.
  • ConsoleLog
    • Added a feature to execute registered send events by selecting any log.
    • Added an event that takes the selected ConsoleLogEntry as an argument when a download is executed.
  • APILog
    • Added a feature to execute registered send events by selecting any log.
    • Added an event that takes the selected ApiLogEntry as an argument when a download is executed.
  • DebugCommand
    • Added a feature to toggle the visibility of command groups in the floating window on and off at once.
  • UI Element
    • Added the feature to configure whether UI elements should be constrained within the safe area.
    • Added the feature to set margins when placing UI elements.
    • Added an API to modify the arrangement direction of specified AnchorType.
  • Other
    • Added a feature to execute some of the APIs provided by NOA Debugger using keyboard shortcuts.
    • Added a feature to create objects at the same hierarchy level as the tool’s UI.
    • Added the feature to delete imported samples when executing Delete operation in NOA Debugger Editor.
    • Added the mobile browser build of Unity 6 projects to the supported environments.
    • Added the CHANGELOG file into the package.

Changed

  • Information
    • Changed the following to be unsupported due to the inability to obtain correct values in a mobile browser environment:
      • System -> Device -> Device Type in the Web build
  • ConsoleLog
    • Changed to allow the selection and download of any log.
  • APILog
    • Changed to allow the selection and download of any log.
    • Changed the output format of request and response bodies in downloaded data from array to string.
      • Additionally, modified to output as JSON objects when values can be formatted as JSON.
    • Changed to output all logs individually, enabling users to check details of logs that differ only in the request body.
  • DebugCommand
    • The auto-update state is now synchronized between the runtime and UnityEditor.
    • Enabled updating the UnityEditor display with DebugCommandRegister.RefreshProperty().
  • Other
    • Changed the position of the close button in the floating window to be inside the window.
    • Changed the confirmed Unity version for the operating environment as follows:
      • 6000.0.25f1 → 6000.0.32f1

Deprecated

  • Other
    • NoaDebug.TakeScreenshot() is now deprecated with the addition of the controller functionality.

Removed

  • ConsoleLog
    • Omitted the download button in the floating window due to changes in the download specifications.
  • APILog
    • Omitted the download button in the floating window due to changes in the download specifications.

Fixed

  • Information
    • Fixed a bug that caused tab selection to be reset when the screen was rotated.
  • DebugCommand
    • Fixed a bug where value inputs could be reset when auto-update was enabled.
    • Fixed an issue where the auto-update flag was not being saved in the intended location.
      • This fix will reset the previously saved auto-update status.
  • Other
    • Fixed an issue where the automatic generation of EventSystem did not work correctly when only the new Input System was enabled.
    • Fixed an issue where NOA Debugger would not launch after initialization when NoaDebug.Show() was executed before initialization was complete.

Note: when updating NOA Debugger for Unity from the Package Manager, don’t forget to delete the existing old version from the project before importing the new one (V1.5.0) !
You can delete NOA Debugger in NOA Debugger Editor by selecting Window → NOA Debugger from the Unity menu.

Best regards,
The NOA Debugger Development Team at DMM GAMES

Hi,

Logs currently written outside the unity’s main thread don’t seem to appear in NOA’s ConsoleLog.

For example, some callback functions from external DLLs are not executed on the main thread.

We hope that future versions of the NOA Debugger can add this feature.

Dear Timmy-Hsu,

It’s a pleasure to see you again.

Thank you for your inquiry.

As you mentioned, with the current implementation of ConsoleLog, logs written outside Unity’s main thread cannot be detected.

However, you can output logs to ConsoleLog using the following methods:

For Unity sub threads:

By using the System.Threading.SynchronizationContext class, you can write logs on the main thread.

using System.Threading;
using System.Threading.Tasks;
using UnityEngine;

public class ConsoleLogSample
{
    void Example()
    {
        var mainThreadContext = SynchronizationContext.Current;

        Task.Run(() =>
        {
            Debug.Log("This log is written on a sub thread, so it cannot be output to the ConsoleLog.");

            mainThreadContext.Post((_) =>
            {
                Debug.Log("This log is written on the main thread, so it can be output to the ConsoleLog.");
            }, null);

            mainThreadContext.Send((_) =>
            {
                Debug.Log("This log is written on the main thread, so it can be output to the ConsoleLog.");
            }, null);
        });
    }
}

For external DLLs:

NOA Debugger provides a method called NoaDebugger.NoaConsoleLog.Add().

By passing logType, message, and stackTrace to this method in the part where you are working with the external DLL, you can output any log to ConsoleLog.

If we are to address this with the current implementation, these are the possible approaches. Would these meet your requirements?

If you need further support, please feel free to contact us.

Best regards,

The NOA Debugger Development Team at DMM GAMES

Hello, thank you for your reply and for providing the solution.

However, we still encountered issues when actually using NoaConsoleLog.Add().

The logs indicate that some operations within NoaConsoleLog.Add() cannot be executed on non-main threads, such as get_gameObject.

Ultimately, we used a ConcurrentQueue to temporarily store the logs generated in non-main threads and then added them to NoaConsoleLog in the Update function during a frame. This approach currently works.

Dear Timmy-Hsu,

Thank you very much for your detailed feedback and for sharing your solution.

We appreciate you bringing this use case to our attention, as it was not something we had previously considered.

We will consider supporting log output from non-main threads in future updates.

If you have any further suggestions or encounter additional issues, please feel free to let us know.

Best regards,

The NOA Debugger Development Team at DMM GAMES

1 Like

Thank you for using NOA Debugger for Unity.
We have submitted version 1.6.0 to the Asset Store. The release date is August 11, 2025 (JST).
The official website has opened.

Official website: https://www.noadebugger.dmmgames.com/

Here are the release notes:

Added

  • Controller
    • Added a feature for stepping through the game frame by frame.
    • Added various APIs for stepping through the game frame by frame.
    • Added a button to open the tool.
    • Added an F5 button to execute registered user-defined actions.
  • Overlay
    • Added an overlay feature as a new minimized display mode.
      • The overlay does not block raycasts, but it is not interactive.
      • The display method and conditions for hiding follow the floating window.
      • The display content and position can be specified from the NOA Debugger Editor and runtime settings screen.
      • Support for Profiler, ConsoleLog, and APILog features.
  • Information
    • Added a feature to display the current fullscreen mode.
  • Profiler
    • Added a feature to display memory usage via the Unity API.
    • Added a feature to change the VSyncCount.
    • Added a feature to change the TargetFrameRate.
    • Added a feature to unload unused assets.
  • ToolDetail
    • The list of shortcut keys has been displayed in the tool details.
  • Other
    • Published documentation and demo on the web.
    • Added a button to allow closing tools from the side menu as well.
      • You can select whether to display it or not from the NOA Debugger Editor.
    • Added a function to set controller transparency in NOA Debugger Editor.
    • Added an API to copy a specified string to the clipboard.
    • Added an API to download a specified string as a file.
    • Added a workaround for screen zoom issues on iOS Safari to the manual.

Changed

  • Controller
    • Changed to allow passing the initial toggle state value when registering user-defined actions.
    • Changed the spacing between buttons to block raycasts.
  • Profiler
    • Adjusted the overall layout.
    • Adjusted the behavior of the GC execution button.
    • Changed so that the selected rendering item will be kept even if you restart the app.
    • Renamed the following APIs in accordance with the separation of memory measurement types. The previous versions are now deprecated.
      • NoaProfiler.TotalMemoryMB → NoaProfiler.TotalNativeMemoryMB
      • MemoryInfo.TotalMemoryMB → MemoryInfo.TotalNativeMemoryMB
      • MemoryInfo.CurrentMemoryMB → MemoryInfo.CurrentNativeMemoryMB
      • MemoryInfo.MaxMemoryMB → MemoryInfo.MaxNativeMemoryMB
      • MemoryInfo.MinMemoryMB → MemoryInfo.MinNativeMemoryMB
      • MemoryInfo.AverageMemoryMB → MemoryInfo.AverageNativeMemoryMB
      • MemoryUnchangingInfo.TotalMemoryMB → MemoryUnchangingInfo.TotalNativeMemoryMB
      • MemoryUnchangingInfo.CurrentMemoryMB → MemoryUnchangingInfo.CurrentNativeMemoryMB
      • MemoryUnchangingInfo.MaxMemoryMB → MemoryUnchangingInfo.MaxNativeMemoryMB
      • MemoryUnchangingInfo.MinMemoryMB → MemoryUnchangingInfo.MinNativeMemoryMB
      • MemoryUnchangingInfo.AverageMemoryMB → MemoryUnchangingInfo.AverageNativeMemoryMB
  • ConsoleLog
    • Changed so that the filter state for each log type will be kept even if you restart the app.
    • Changed to allow adding logs from background threads.
    • Changed the text color of the stack trace in the log details.
  • APILog
    • Changed so that the filter state for each log type will be kept even if you restart the app.
  • DebugCommand
    • Changed so that the scroll position is not reset when showing or hiding command groups.
  • UI Element
    • Changed the display order to be the rearmost in NOA Debugger.
  • Other
    • Adjusted the overall size of the buttons.
    • Updated the following APIs in conjunction with the addition of the overlay feature:
      • Enabled specifying the overlay hierarchy with NoaDebug.Instantiate().
      • Enabled specifying whether to include the overlay in screenshots with NoaController.OnBeforeScreenshot().
    • Added functionality to the demo scene sample.
    • Changed the default setting of the Optimize UI for portrait flag in the NOA Debugger Editor to enable.
    • Enabled specifying a menu with NoaDebug.Show() to display tools.

Deprecated

  • Profiler
    • Deprecated the following APIs related to Battery and Thermal.
      • NoaProfiler.LatestBatteryInfo
      • NoaProfiler.LatestThermalInfo
      • NoaProfiler.IsBatteryProfiling
      • NoaProfiler.IsThermalProfiling
  • Snapshot
    • Deprecated the following properties related to Battery and Thermal among the values obtainable with NoaSnapshot.LogList.
      • ProfilerSnapshotData.BatteryInfo
      • ProfilerSnapshotData.ThermalInfo

Removed

  • Profiler
    • Omitted the floating window in conjunction with the addition of the overlay feature.
    • Omitted the Battery and Thermal features from the UI.
  • ConsoleLog
    • Omitted the floating window in conjunction with the addition of the overlay feature.
    • Omitted the stack trace display for logs in the log list.
  • APILog
    • Omitted the floating window in conjunction with the addition of the overlay feature.
  • Other
    • Removed documentation from the package. Documentation is now available online.

Fixed

  • Profiler
    • Fixed an issue where Rendering values were unstable in the editor.
  • ConsoleLog
    • Reduced performance overhead when outputting logs at high frequency.
  • Hierarchy
    • Fixed an issue where the object information display area was rendered too narrow horizontally.
  • DebugCommand
    • Fixed an issue where the screen could not be scrolled properly from above the left and right buttons of numeric commands.
  • UI Element
    • Fixed an issue where the margins when placing UI elements were not reflected correctly.
  • Other
    • Fixed an issue where the scroll position was reset when selecting items in the side menu.
    • Fixed an issue where the UI animations of NOA Debugger were affected by Time.timeScale.
    • Fixed an issue where configuration files remained when executing ExcludeFromCompile in Batch mode.
    • Fixed an issue where a compile error would occur when importing NOA Debugger in an environment where the Input System is enabled.

Bugs

  • ConsoleLog
    • Scrolling becomes inoperable when logs are output at high speed.
  • ApiLog
    • Scrolling becomes inoperable when logs are output at high speed.

Note: when updating NOA Debugger for Unity from the Package Manager, don’t forget to delete the existing old version from the project before importing the new one (V1.6.0) !
You can delete NOA Debugger in NOA Debugger Editor by selecting Window → NOA Debugger from the Unity menu.

Best regards,
The NOA Debugger Development Team at DMM GAMES

Thank you for using NOA Debugger for Unity.
We have submitted version 1.6.1 to the Asset Store. The release date is October 7, 2025 (JST).

Here are the release notes:

Fixed

  • ConsoleLog
    • Fixed an issue where operations related to logs could not be performed correctly when logs were output at high speed.
    • Fixed an issue where, when the log limit was reached and a new log was added, the content of the log displayed in the details view would switch.
    • Fixed an issue where, when adding a log while entering search text, the text being entered would disappear.
  • APILog
    • Fixed an issue where operations related to logs could not be performed correctly when logs were output at high speed.
    • Fixed an issue where, when the log limit was reached and a new log was added, the content of the log displayed in the details view would switch.
    • Fixed an issue where, when adding a log while entering search text, the text being entered would disappear.
  • Other
    • Fixed a bug where NOA Debugger UI operations were not possible on mobile browsers when using the new Input System.
    • Fixed an issue where an error would occur when NOA Debugger was excluded from compilation with the demo scene included.

Note: when updating NOA Debugger for Unity from the Package Manager, don’t forget to delete the existing old version from the project before importing the new one (V1.6.1) !
You can delete NOA Debugger in NOA Debugger Editor by selecting Window → NOA Debugger from the Unity menu.

Best regards,
The NOA Debugger Development Team at DMM GAMES

hi~, Here is a bug . I use unity version 6000.0.58f2,


The class XRsetting is not found , maybe removed from unity6, I have added the conditions for Unity 6 and above, ensuring that it can work properly. I hope this issue will be fixed in the subsequent versions.

Dear blackstar0313,

Thank you for your feedback and for bringing this to our attention.

Once we confirm that we can reproduce the issue, we will address it in the next version or later updates.

If you have any further questions or require additional assistance, please do not hesitate to get in touch.

Best regards,

The NOA Debugger Development Team at DMM GAMES