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License: MIT License
Unity Command Terminal: In-Game Console
License: MIT License
In README this is defined as "in-game Console for calling C# methods". I haven't try this, but from the gif as well as the examples, it seem what you mean is calling custom commands?
IMO "calling C# methods" would suggest you can run arbitrary methods, something like:
Debug.Log(GetComponent<Camera>().fieldOfView)
I will always use it.
I have a question, is there any way to not show the Debug.
It shows up when I start terminal even when an internal error occurs.
I don't want it to show up during the game, what should I do?
It would be helpful if you could only show the logs you added in Terminal.
If I open the console first time, pressing UP or DOWN key always moves the cursor at the end...that is expected.
Then if I reopen the console using toggle key and press UP key, the cursor stays at position 0 and I need to manually move the cursor at the end of line with END key.
When I'm adding command at runtime using AddCommand, autocompletion word for this command isn't always added. I don't know why.
Is there any workaround to add an suggestion how to use a command?
lets say we have command "rate". how to output the tip like: "usage rate 25000"
instead of the default error "'rate' requires exactly 1 argument? thanks.
Can you expose some function to delete command and it's autocompletion word? I need this for few things
Not really an issue but a suggestion for readme.
2 things you should mention to make it work:
using CommandTerminal;
to be able to register commandsCommandArg[] args
as a parameter even if you don't have any parameters. This confused me as it wasn't showing up in commands and there were no errors.And great stuff! Thanks a lot!
The background isn't rendered at all and I found why.
In Terminal.cs you use SetupWindow in Start, where window sizes are not always calculated and return 0.
It may still work in some cases, depending on the order your scripts compile.
The dirty trick I used to "fix" this issue
IEnumerator LateStart() { yield return null; SetupWindow(); }
And start the coroutine at the end of Start()
StartCoroutine(LateStart());
I have a Swedish QWERTY keyboard so "`" doesn't work for me as a hotkey ("§"-key doesn't work either, but I think that's a limitation from Unity itself. American "`" is positioned at "Ö" on the image I linked).
So I changed the hotkey to "f1" instead. The command terminal works but the first letter isn't registered when typing into the input.
Also: I changed the hotkey to "tab" and it enables the terminal but unable to close it again.
Hello!
I'm having trouble having static methods appear in the help-command, or being able to run at all if I have Command Terminal-folder in the /Plugins/ folder. Command Terminal works if it is outside the /Plugins/ folder.
My code:
using CommandTerminal;
public static class DebugTestCommand {
[RegisterCommand(Help = "Outputs message")]
static void CommandHello (CommandArg[] args) {
Terminal.Log("Hello world!");
}
}
The console opens normally, perfect, but when you type, nothing appears and neither does the result when you press enter.
When you close the console and open it again, it shows the result, but even the typing is the opposite, "help" comes out "pleh".
In previous issue you showed screenshot of ED group of multiple commands,
but I couldn't find out how to implement group command help. every command has same prefixes shows by a help query.
it is still unclear how this works to me, how do i set what the command does?
Sometimes the black background is transparent.
After I change scene the background is just blinking once in black and then will be transparent again. How to fix this?
Can we have some kind of cvar feature as Valve games have.
so let's the implementation would be something like, and executing cl_showfps 1 will change the bool value?
[Cvar("cl_showfps"]
public bool ShowFps;
I tried to do it, but it failed because I'm not a programmer. I think this should be done by you, the developer. At least from what I saw when I just tried it, leveraging the Input System allows you to specify keys in the inspector as well.
I find current 'CommandArg[]' approach quite daunting, 'cose I am generating commands out of some other code and it should support different types like Vector3, Сolor, enums, etc.
It would be cool to have something like ReflexCLI way of doing things. So we can provide custom types
http://reflex.richardmeredith.net/documentation/index.php?title=Parameter_Processors
And it's possible to have commands like this:
[ConsoleCommand]
static int MultiplyAndFloor(float a, float b)
Which is ideal for usability, no workarounds needed
So I was asked to move this here:
•Can you add something like "command groups" so when I have bunch of objects with similar commands like "testcube.jump" they won't show in help menu?
When loading up Command Terminal in Unity, these (harmless) warnings come up:
[Warning] [None] [CS0649] Field 'Terminal.InputContrast' is never assigned to, and will always have its default value 0
[Warning] [None] [CS0649] Field 'Terminal.ShowGUIButtons' is never assigned to, and will always have its default value false
[Warning] [None] [CS0649] Field 'Terminal.RightAlignButtons' is never assigned to, and will always have its default value false
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