Quick Debug Console
Krykftn | Advanced Editor Tools & Systems
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A device-gated in-game debug console for Unity. Logs, live values and commands appear only on the devices you whitelist by ID — every other player runs with zero overhead.Works on Built-in Render Pipeline, URP and HDRP. The on-screen console uses Unity IMGUI (OnGUI) and ships no shaders or materials, so it is fully render-pipeline independent — nothing to upgrade or reimport when switching SRP. No external package dependencies (no TextMeshPro or uGUI). Unity 2022.3 LTS or newer.Ship your debug console in production — without shipping it to everyone.Quick Debug Console decides once at startup whether the current device is one of yours. If it is, you get a full in-game console, live logs, live values, console commands, and an editor window. If it isn't, nothing is created — no log hook, no UI, no allocations. Normal players pay zero overhead.Why it's differentMost in-game consoles are always on, so you either strip them from release builds (and lose the ability to debug live issues) or you pay their cost for every player. Quick Debug Console flips that with a single device-ID gate: your team debugs on real builds and real devices, while everyone else runs clean.Built for a phone screenThe console sizes itself from the screen rather than trusting a DPI reading, because on iOS that reading can be the logical 163 instead of the panel's real density, and a simulator reports nothing at all. A phone gets a phone-sized layout, a tablet a larger one, and a desktop is left alone. Everything lays out inside the safe area, so nothing hides under a notch or a home indicator; every control is at least 44 points; and A- / A+ inside the console resize it further on that device. Half-screen mode keeps your game visible while you read the log, and the top edge drags to any height.Live values, not just linesDbg.Watch("HP", () => player.health) keeps a value on screen, read a few times a second rather than every frame. Frames per second, frame time and managed memory sit beside it, so you can see the cost of what you are debugging.Take the log with youSave writes the session to persistentDataPath and copies the path; Copy log puts the whole session on the clipboard, ready to paste into a bug report. The session is also written to last-session.txt when the app goes to the background or quits, so a crash still leaves you the log.How it worksAt startup a single RuntimeInitializeOnLoadMethod checks the editor, the development-build flag, and this device's ID against your whitelist. Non-admin devices return immediately — nothing is instantiated. Admin devices create one hidden object that owns a fixed-size ring buffer (no per-log GC) and the IMGUI overlay, which builds only the rows you can see.Get started in 60 seconds1. Tools > Quick Debug Console > Create Config2. Admin Devices > Add this device (or paste a phone's device ID)3. Call Dbg.Log("hello") anywhere in your code and press PlayCompatibilityUnity 2022.3 LTS or newer. Works on Built-in, URP, and HDRP — the UI is IMGUI, independent of the render pipeline. No external package dependencies (no TextMeshPro or uGUI required).PAIRS WELL WITH• Quick Screen Fit Pro — lays your canvas out on every real device shape in the editor and reports what is wrong in pixels and millimetres• Quick Save Pro — saves that survive a crash mid-write, with a checksum that catches a torn file on load• Also free: Quick Build Size Reporter — what made your build the size it is, after every buildKEY FEATURESDevice-ID admin gate — the console is created only on whitelisted devices, in the editor, or in development builds. Everyone else: nothing runs.Zero overhead for players — non-admin devices never hook logs, never build UI, never allocate. Every Dbg call short-circuits on a single boolean.Sized for the device — the scale comes from the screen's pixel count as well as its DPI, whichever is larger, so a phone is readable even when iOS reports the logical 163 or a simulator reports nothing. Safe-area aware, 44-point touch targets, and A- / A+ on the device.Half-screen mode — the console covers part of the screen so your game stays visible; drag its top edge to any height.Live watches — Dbg.Watch("HP", () => player.health) shows a value at the top of the console, read a few times a second, not every frame.Frame rate and memory — frames per second, frame time and managed memory in the console, with an optional FPS badge while it is closed.Console commands — type commands live on the device. Built-ins included (help, clear, echo, fps, timescale, scene, sysinfo). Add your own in one line or with a [QDCCommand] attribute. Input history and quoted arguments.Your own logs — Dbg.Log / Warn / Error with optional category tags. Safe to leave in shipped code.Save and share — write the session to persistentDataPath, copy it to the clipboard, and keep a last-session.txt that survives a crash.Device ID in the footer — read the current device's ID right in the console and whitelist it. Perfect for adding a tester's phone.Editor window — create the config, manage the whitelist, watch logs live during Play, tune every setting.Fixed ring buffer — no per-log GC growth; oldest entries drop when full. Consecutive duplicates collapse with an xN count. The list measures and draws only the rows on screen.SUPPORTEDUnity 2022.3 LTS or newer. Built-in Render Pipeline, URP and HDRP. No external package dependencies (no TextMeshPro or uGUI). Works on desktop, mobile and console platforms.


