[RELEASED] Advanced Command Console

Hello everyone,

my new package has been released on the Asset Store, it’s a customizable dev console that runs both in the editor and at runtime, has namespaces to filter and organize commands and supports both sync and async commands (executed as coroutines).

Each command is defined in a standalone scriptable object, so you can easily create libraries of commands that can be shared across multiple projects. (inline command definition via [Attributes] in code is also supported for static methods)

One of the coolest feature of this package is the autogenerated GUI: every command you create can be executed both in the classic prompt and inside a menu-style user interface that expose all the parameters of a specific command.

Here’s an example of tha same command executed in the prompt and in the GUI:

movieDemo_1

Full list of features:

  • 1-Click setup: Add the console to your game with just one click using the provided installation wizard.
  • Custom Command Library: Build a library of commands to streamline debugging, testing, and feature implementation without modifying core code.
  • Intuitive Command Editor: Easily create and manage scripts that can be executed in both the Unity Editor and at runtime.
  • Automatically Generated GUI: Provides a robust, auto-generated interface, allowing commands to be executed without typing.
  • Sync & Async Execution: Supports both synchronous and asynchronous command execution for background tasks.
  • Fully Customizable Interface: Easily adapt the console’s appearance to match your game’s aesthetic.
  • Built-In Autocomplete: Features an autocomplete function to speed up command entry and reduce errors.
  • Legacy and New Input System Support: Compatible with both the legacy input system and Unity’s new Input Package.
  • Versatile Use Cases: Suitable for debugging, level editing, gameplay testing, profiling, and more.
  • Reusable Scripts: Create scripts that can be reused across projects and different development scenarios.
  • Improves Workflow Efficiency: Keeps code clean by removing the need for temporary or “debug” code snippets.
  • Ideal for Game Testing and Playthroughs: Supports rapid testing of new features, gameplay tweaks, and cheat code implementation.
  • Enhanced Level Editing: Perfect for use in level and world editors, allowing seamless command integration.
  • Task Automation Capabilities: Automate repetitive tasks or complex actions with simple commands.

Use Cases:

  • Level & World Editing
  • Debugging
  • Playtesting
  • Profiling
  • Interactive Game Sections
  • Task Automation
  • Cheat Code Implementation
  • And more…

For more info take a look at the asset store page:

Thank you and happy coding!

UPDATE 1.2.0

I submitted a new update that adds a new draggable GUI in addition to the standard fixed GUI. It makes debugging more streamlined and its reduced size takes a lot less space on screen:

Here’s the complete changelog:

1.2.0 - New features & fixes

  • Added new draggable GUI. A new draggable UI has been added. You can now add a custom window that can be dragged around the screen instead of using the standard fixed GUI.

  • Added new option for GUI popup dialog placement. Now you can choose to display the GUI popup dialog (errors and output) centered relative to the GUI or the screen.

  • Added new option for closing GUI after execution. Now you can choose to close the GUI completely after pressing the execute button.

  • Bugfixes

    • GUI will no longer blocks raycasts when not visible.

    • Fixed mouse scrolling inside the parameter picker window.