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A uGUI based console to see debug messages and execute commands during gameplay in Unity

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In-game Debug Console for Unity 3D

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This asset helps you see debug messages (logs, warnings, errors, exceptions) runtime in a build (also assertions in editor) and execute commands using its built-in console. It also supports logging logcat messages to the console on Android platform.

User interface is created with uGUI and costs 1 SetPass call (and 6 to 10 batches) when Sprite Packing is enabled. It is possible to resize or hide the console window during the game. Once the console is hidden, a small popup will take its place (which can be dragged around). The popup will show the number of logs that arrived since it had appeared. Console window will reappear after clicking the popup.


Console window is optimized using a customized recycled list view that calls Instantiate function sparingly.


There are 5 ways to install this plugin:

  • import IngameDebugConsole.unitypackage via Assets-Import Package
  • clone/download this repository and move the Plugins folder to your Unity project's Assets folder
  • import it from Asset Store
  • (via Package Manager) add the following line to Packages/manifest.json:
    • "com.yasirkula.ingamedebugconsole": "",
  • (via OpenUPM) after installing openupm-cli, run the following command:
    • openupm add com.yasirkula.ingamedebugconsole


  • "Receive Logcat Logs In Android" isn't working, it says "java.lang.ClassNotFoundException: com.yasirkula.unity.DebugConsoleLogcatLogger" in Logcat

If your project uses ProGuard, try adding the following line to ProGuard filters:

-keep class com.yasirkula.unity.* { *; }


Simply place IngameDebugConsole prefab to your scene. Hovering the cursor over its properties in the Inspector will reveal explanatory tooltips.

While testing on Unity editor, right clicking a log entry will open the corresponding line in external script editor, similar to double clicking a log in Unity Console.


Executing Commands

You can enter commands using the input field at the bottom of the console. Initially, only "help" and "sysinfo" commands are available.

A command is basically a function that can be called from the console via the command input field. This function can be static or an instance function (non static), in which case, a living instance is required to call the function. The return type of the function can be anything (including void). If the function returns an object, it will be printed to the console. The function can also take any number of parameters; the only restriction applies to the types of these parameters. Supported parameter types are:

Primitive types, enums, string, Vector2, Vector3, Vector4, Color, Color32, Vector2Int, Vector3Int, Quaternion, Rect, RectInt, RectOffset, Bounds, BoundsInt, GameObject, any Component type, arrays/Lists of these supported types

Note that GameObject and Component parameters are assigned value using GameObject.Find.

To call a registered command, simply write down the command and then provide the necessary parameters. For example:

cube [0 2.5 0]

To see the syntax of a command, see the help log:

- cube: Creates a cube at specified position -> TestScript.CreateCubeAt(Vector3 position)

Here, the command is cube and it takes a single Vector3 parameter. This command calls the CreateCubeAt function in the TestScript script (see example code below for implementation details).

Console uses a simple algorithm to parse the command input and has some restrictions:

  • Wrap strings with quotation marks ( " or ' )
  • Wrap vectors with brackets ( [] ) or parentheses ( () )

However, there is some flexibility in the syntax, as well:

  • You can provide an empty vector to represent []
  • You can enter 1 instead of true, or 0 instead of false
  • You can enter
    for null GameObject and/or Component parameters

Registering Custom Commands

If all the parameters of a function are of supported types, you can register the function to the console in four different ways:

  • ConsoleMethod Attribute (not supported on UWP platform)

Simply add IngameDebugConsole.ConsoleMethod attribute to your functions. These functions must be public static and must reside in a public class. These constraints do not apply to the other 3 methods.

using UnityEngine;
using IngameDebugConsole;

public class TestScript : MonoBehaviour { [ConsoleMethod( "cube", "Creates a cube at specified position" )] public static void CreateCubeAt( Vector3 position ) { GameObject.CreatePrimitive( PrimitiveType.Cube ).transform.position = position; } }

  • Strongly Typed Functions

Use one of the

DebugLogConsole.AddCommand( string command, string description, System.Action method )
using UnityEngine;
using IngameDebugConsole;

public class TestScript : MonoBehaviour { void Start() { DebugLogConsole.AddCommand( "destroy", "Destroys " + name, Destroy ); DebugLogConsole.AddCommand( "cube", "Creates a cube at specified position", CreateCubeAt ); DebugLogConsole.AddCommand( "child", "Creates a new child object under " + name, AddChild ); }

void Destroy()
    Destroy( gameObject );

public static void CreateCubeAt( Vector3 position )
    GameObject.CreatePrimitive( PrimitiveType.Cube ).transform.position = position;

private GameObject AddChild( string name )
    GameObject child = new GameObject( name );
    child.transform.SetParent( transform );

    return child;


  • Static Functions (weakly typed)


DebugLogConsole.AddCommandStatic( string command, string description, string methodName, System.Type ownerType )
. Here, methodName is the name of the method in string format, and ownerType is the type of the owner class. It may seem strange to provide the method name in string and/or provide the type of the class; however, after hours of research, I found it the best way to register any function with any number of parameters and parameter types into the system without knowing the signature of the method.
using UnityEngine;
using IngameDebugConsole;

public class TestScript : MonoBehaviour { void Start() { DebugLogConsole.AddCommandStatic( "cube", "Creates a cube at specified position", "CreateCubeAt", typeof( TestScript ) ); }

public static void CreateCubeAt( Vector3 position )
    GameObject.CreatePrimitive( PrimitiveType.Cube ).transform.position = position;


  • Instance Functions (weakly typed)


DebugLogConsole.AddCommandInstance( string command, string description, string methodName, object instance )
using UnityEngine;
using IngameDebugConsole;

public class TestScript : MonoBehaviour { void Start() { DebugLogConsole.AddCommandInstance( "cube", "Creates a cube at specified position", "CreateCubeAt", this ); }

void CreateCubeAt( Vector3 position )
    GameObject.CreatePrimitive( PrimitiveType.Cube ).transform.position = position;


The only difference with AddCommandStatic is that, you have to provide an actual instance of the class that owns the function, instead of the type of the class.

Removing Commands


DebugLogConsole.RemoveCommand( string command )
or one of the
DebugLogConsole.RemoveCommand( System.Action method )

Extending Supported Parameter Types


DebugLogConsole.AddCustomParameterType( Type type, ParseFunction parseFunction, string typeReadableName = null )
using UnityEngine;
using IngameDebugConsole;

public class TestScript : MonoBehaviour { public class Person { public string Name; public int Age; }

void Start()
    // Person parameters can now be used in commands, e.g. ('John Doe' 18)
    DebugLogConsole.AddCustomParameterType( typeof( Person ), ParsePerson );

private static bool ParsePerson( string input, out object output )
    // Split the input
    // This will turn ('John Doe' 18) into 2 strings: "John Doe" (without quotes) and "18" (without quotes)
    List<string> inputSplit = new List<string>( 2 );
    DebugLogConsole.FetchArgumentsFromCommand( input, inputSplit );

    // We need 2 parameters: Name and Age
    if( inputSplit.Count != 2 )
        output = null;
        return false;

    // Try parsing the age
    object age;
    if( !DebugLogConsole.ParseInt( inputSplit[1], out age ) )
        output = null;
        return false;

    // Create the resulting object and assign it to output
    output = new Person()
        Name = inputSplit[0],
        Age = (int) age

    // Successfully parsed!
    return true;


To remove the custom parameter type, you can use

DebugLogConsole.RemoveCustomParameterType( Type type )

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