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@mminer
Last active March 28, 2024 22:23
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Unity script to display in-game debug console. Actively maintained version: https://github.com/mminer/consolation
// NOTE: For an actively-maintained version of this script, see https://github.com/mminer/consolation.
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// A console to display Unity's debug logs in-game.
/// </summary>
public class Console : MonoBehaviour
{
struct Log
{
public string message;
public string stackTrace;
public LogType type;
}
/// <summary>
/// The hotkey to show and hide the console window.
/// </summary>
public KeyCode toggleKey = KeyCode.BackQuote;
List<Log> logs = new List<Log>();
Vector2 scrollPosition;
bool show;
bool collapse;
// Visual elements:
static readonly Dictionary<LogType, Color> logTypeColors = new Dictionary<LogType, Color>()
{
{ LogType.Assert, Color.white },
{ LogType.Error, Color.red },
{ LogType.Exception, Color.red },
{ LogType.Log, Color.white },
{ LogType.Warning, Color.yellow },
};
const int margin = 20;
Rect windowRect = new Rect(margin, margin, Screen.width - (margin * 2), Screen.height - (margin * 2));
Rect titleBarRect = new Rect(0, 0, 10000, 20);
GUIContent clearLabel = new GUIContent("Clear", "Clear the contents of the console.");
GUIContent collapseLabel = new GUIContent("Collapse", "Hide repeated messages.");
void OnEnable ()
{
Application.RegisterLogCallback(HandleLog);
}
void OnDisable ()
{
Application.RegisterLogCallback(null);
}
void Update ()
{
if (Input.GetKeyDown(toggleKey)) {
show = !show;
}
}
void OnGUI ()
{
if (!show) {
return;
}
windowRect = GUILayout.Window(123456, windowRect, ConsoleWindow, "Console");
}
/// <summary>
/// A window that displayss the recorded logs.
/// </summary>
/// <param name="windowID">Window ID.</param>
void ConsoleWindow (int windowID)
{
scrollPosition = GUILayout.BeginScrollView(scrollPosition);
// Iterate through the recorded logs.
for (int i = 0; i < logs.Count; i++) {
var log = logs[i];
// Combine identical messages if collapse option is chosen.
if (collapse) {
var messageSameAsPrevious = i > 0 && log.message == logs[i - 1].message;
if (messageSameAsPrevious) {
continue;
}
}
GUI.contentColor = logTypeColors[log.type];
GUILayout.Label(log.message);
}
GUILayout.EndScrollView();
GUI.contentColor = Color.white;
GUILayout.BeginHorizontal();
if (GUILayout.Button(clearLabel)) {
logs.Clear();
}
collapse = GUILayout.Toggle(collapse, collapseLabel, GUILayout.ExpandWidth(false));
GUILayout.EndHorizontal();
// Allow the window to be dragged by its title bar.
GUI.DragWindow(titleBarRect);
}
/// <summary>
/// Records a log from the log callback.
/// </summary>
/// <param name="message">Message.</param>
/// <param name="stackTrace">Trace of where the message came from.</param>
/// <param name="type">Type of message (error, exception, warning, assert).</param>
void HandleLog (string message, string stackTrace, LogType type)
{
logs.Add(new Log() {
message = message,
stackTrace = stackTrace,
type = type,
});
}
}
@hardworkerstudio
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Very nice! Thank you very much!!!

@masterchop
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Is there any chance to switch to the UI canvas version in unity?

@mminer
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Author

mminer commented Jul 18, 2021

@masterchop: You could rework this script to use UGUI, but I’d hesitate to go that route myself since I’ve started using UI Toolkit in new projects.

@masterchop
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@masterchop: You could rework this script to use UGUI, but I’d hesitate to go that route myself since I’ve started using UI Toolkit in new projects.

manage to get it working. thank for the reply.

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