Console Toolbox is an all in one console and development tools suite. Simply drop the console into your existing project to start using its built in commands, then expand your toolbox with the click of a button!
Features:
Quake style console
TextMesh Pro GUI
New command editor/generator
Unity log/trace
Built In Commands:
entity: suite of entity/scene hierarchy tools
scene: suite of scene management tools
help: describes all commands
log: toggle Unity log output
writelogs: write all console output to file
Entity tools can output the current scene hierarchy to the console with optional entity filtering capabilities, allow you to call any function, check or modify a property value on an entity, and visually select entities.
Scene tools provide a suite of commands to load and unload scenes (with options for additive and async), activate scenes, and list currently loaded scenes or available scenes.
Also includes console variable capabilities and full source code!
Thanks for pointing that out - bit of an oversight on my part, I’m storing the trace in the logs but forgot to display them. Now that I’m looking into it I see that a trace level might also be useful, since all Unity debug callbacks are sent with a trace. I’ll update this when I’ve submitted a solution to the asset store.
Ok I’ve submitted version 1.1 to the asset store for all versions. Traces will display in the console and when writing the output to a log file. I’ve also replaced OutputStackTrace with OutputTraceLevel, which allows you to choose a trace level for unity output.
Levels are:
None: No stack traces
Low: Only Exception and Assert traces
Medium: Exception, Assert, and Error traces
High: Exception, Assert, Error, and Warning traces
All: Exception, Assert, Error, Warning, and Log traces
This version has been tested with the latest version of Unity (2019.2.9f1) and includes to following fixes:
-fixed console output only displaying one item in builds
-fixed cursor position when auto-completing commands
-console now automatically adds an event system if not present
@jojo2K I have not developed any mobile apps but according to Unity’s documentation Unity - Manual: Mobile Keyboard it should appear and work correctly when interacting with the terminal, which uses TextMeshPro InputField.
I think I might have fixed it by replacing all the Input and KeyCodes with the new input system in the Terminal.cs and Console.cs. I haven’t tested it fully, and for some reason in Console.cs to Terminal.cs the toggleFullModifier value changes, but other wise it seems to be working great.
A good adition would be to add #if USE_NEW_INPUT to the code
Sorry about that, I haven’t had the chance to update this asset now that the new input system is official. The easy way to use it would be to enable both the old and new systems: