EDIT: Quantum Console is now live!!
If you own QC, please fill out my survey to help me improve it!
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Requires TMP and .NET 4.X backend (default)
Quantum Console is a powerful and easy to use in game command console. By simply adding [Command] to your code you can add your own commands and dev cheats to the console!
What can it be used for?
Including, but not limited to:
- Flexible QA tools
- Development cheats for testing
- Debugging assistance
- In game cheat codes
- Adaptable to any project
Command Features:
- Static and non-static commands
- Command overloads and default parameters
- Generic commands
- Async commands
- Supports functions, properties, fields and delegates
- Per command platform black/whitelist
- Easy to use
- Full C# source included
Console Features:
- Display Debug.Log messages in the console
- Highly customisable
- Custom theme system
- Command suggestion and autocompletion
- Text Mesh Pro support
Example Built In Commands:
- man: generates a user manual for a specified command
- exec: compiles an executes C# code at runtime
- #define: defines and creates a user macro
- instantiate: instantiates a copy of an object
- destroy: destroys an object
- get-object-info: gets the transform and component data of an object
Have any queries? Feel free to contact support to help determine if Quantum Console is the solution for you!
Original Post
Allow me to introduce my latest asset, Quantum Console!

What does it do?
Quantum Console is an easy to use and powerful in game command console. Simply use the [Command] attribute and you can now use it from inside of your game! Here is a GIF of it in action.
FantasticWelloffDuck
What features does it have?
Here is its current feature set. I would LOVE to add more, so please tell me about any features you desire
- Built in commands (man, help, commands etc)
- Command history, accessible via arrow keys, just like on system command prompts
- Tab auto completion, with a display for the parameter signature of suggested commands
- Support for multiple overloads of the same commands
- Auto overload generation from commands with default parameters
What does it support?
Currently, Quantum Console supports any static function with a few restrictions.
- You cannot have two commands with the same name AND parameter count
- All parameters for the command must be of the supported types (strings, all primitives, vectors, colors, quaternions currently. If you would like to see more types supported, please ask me!)
Fully Customisable
Don’t like the default look? The Quantum Console prefab is fully customisable!

How to use it?
Very simple, lets go through an example
using QFSW.QC;
public class TestClass
{
[Command("test")]
private static void TestFunc(int a = 0, int b = 0) {}
}
This will then automatically generate the following commands
test
test a
test a b
It’s as simple as that! You can then write test 3 into the console to use it
How performant is Quantum Console
In order to make it very easy to use for the end user, Quantum Console has to find the commands. Quantum Console generates a table the first time it is used. This will take about 1-2s, but is asynchronous. Performance hit during this will be minimal, but it is a full table generation with error handling and inspection performed. During this generation, the console will display its load status and will not be usable.
Once it has been generated, performance will be very fast, as it creates a direct mapping from commands to actual functions
Any questions? Any suggestions? I’d love to hear what you all think and want to improve it even further!



