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<h1 align="center">Unity Debug Sheet</h1>

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Hierarchical debug menu system for Unity that makes it easy to create intuitive and organized debug menus.

<p align="center"> <img width="90%" src="Documentation/eyecatch.gif" alt="Eyecatch"> </p>

Table of Contents

<!-- START doctoc generated TOC please keep comment here to allow auto update --> <!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE --> <details> <summary>Details</summary> </details> <!-- END doctoc generated TOC please keep comment here to allow auto update -->

Overview

Concept and Features

In general, many debug commands are created during game development, and the number of them increases as development progresses. As a result, it becomes difficult to find the desired command, which in turn leads to a decrease in development efficiency.

Unity Debug Sheet allows you to easily create a debug menu with a hierarchical structure. Its GUI can be easily and intuitively controlled by anyone, especially on mobile platforms.

<p align="center"> <img width="80%" src="Documentation/concept_01.gif" alt="Debug Sheet"> </p>

Of course, it also supports vertical layout.

<p align="center"> <img width="35%" src="Documentation/concept_02.gif" alt="Vertical Layout"> </p>

Adding debug commands is also easy.

// Label
AddLabel("Example Label");

// Button
AddButton("Example Button", clicked: () => { Debug.Log("Clicked"); });

// Switch
AddSwitch(false, "Example Switch", valueChanged: x => Debug.Log($"Changed: {x}"));

// Slider
AddSlider(0.5f, 0.0f, 1.0f, "Example Slider", valueChanged: x => Debug.Log($"Value Changed: {x}"));

Demo

You can try the demo by cloning this repository itself and playing the demo scenes. The following demo scenes are available.

Character Viewer: CharacterViewerDemo.unity

This demo allows you to switch between character models, motions, etc. from the debug menu. It also include samples that integrate with other libraries such as Graphy and In-Game Debug Console to monitor performance.

<p align="center"> <img width="80%" src="Documentation/demo_01.png" alt="Character Viewer Demo"> </p>

Default Cells: DefaultCellsDemo.unity

This demo allows you to check the behavior of all the cells (generic name for items such as button, labels, and sliders, etc.) that are included in this library by default.

<p align="center"> <img width="80%" src="Documentation/demo_02.png" alt="Default Cells Demo"> </p>

Custom Cells: CustomCellsDemo.unity

In addition to the default cells, you can create your own custom cells. This demo shows how to create custom cells.

<p align="center"> <img width="80%" src="Documentation/demo_03.png" alt="Custom Cells Demo"> </p>

Entry Scene: DemoEntry.unity The above three scenes can also be transitioned from the this scene. You can see how the debug sheet placed in each scene behaves as singleton.

Setup

Requirements

This tool is compatible with the following environments.

Installation

You can install this library by the steps below.

  1. Select Window > Package Manager from the menu bar.
  2. Click the + button in the upper left corner of the window and select Add package from git URL....
  3. Enter the following URL in the input field and click Add.
https://github.com/Haruma-K/UnityDebugSheet.git?path=/Assets/UnityDebugSheet
<p align="center"> <img width="60%" src="Documentation/install_01.png" alt="Package Manager"> </p>

Or, you can also install by adding the following line to the dependencies block of manifest.json file in the Packages folder.

{
  "dependencies": {
    "com.harumak.unitydebugsheet": "https://github.com/Haruma-K/UnityDebugSheet.git?path=/Assets/UnityDebugSheet"
  }
}

If you want to specify the version, you can do so by adding the version number to the end of the URL.

https://github.com/Haruma-K/UnityDebugSheet.git?path=/Assets/UnityDebugSheet#1.0.0

You can update the version by changing the version number above.
If you do not specify the version, you can update it by opening the file Packages/package-lock.json and rewriting the hash of this library.

{
  "dependencies": {
      "com.harumak.unitydebugsheet": {
      "version": "https://github.com/Haruma-K/UnityDebugSheet.git?path=/Assets/UnityDebugSheet",
      "depth": 0,
      "source": "git",
      "dependencies": {},
      "hash": "..."
    }
  }
}

Quick Start

This section shows an easy way to set up and use the Unity Debug Sheet.

Place the prefab in the scene

First, drag and drop the prefab named DebugSheetCanvas to Hierarchy window to place it in the scene. And if EventSystem not exists, create it.

<p align="center"> <img width="80%" src="Documentation/quickstart_01.png" alt="Debug Sheet Canvas"> </p>

Create the debug page

Next, create a page for debugging. Create the page by inheriting from DefaultDebugPageBase as shown below.
The following is an example page with a single button that logs Clicked when clicked.

using System.Collections;
using UnityDebugSheet.Runtime.Core.Scripts;
using UnityEngine;

public sealed class ExampleDebugPage : DefaultDebugPageBase
{
    protected override string Title { get; } = "Example Debug Page";

    public override IEnumerator Initialize()
    {
        // Add a button to this page.
        AddButton("Example Button", clicked: () => { Debug.Log("Clicked"); });

        yield break;
    }
}

Add a link to the debug page.

Next, add a link to transition to the debug page created above.
Get the root page and add a link button to it as shown below.

using UnityDebugSheet.Runtime.Core.Scripts;
using UnityEngine;

public sealed class DebugSheetController : MonoBehaviour
{
    private void Start()
    {
        // Get or create the root page.
        var rootPage = DebugSheet.Instance.GetOrCreateInitialPage();

        // Add a link transition to the ExampleDebugPage.
        rootPage.AddPageLinkButton<ExampleDebugPage>(nameof(ExampleDebugPage));
    }
}

NOTE If you want to use your own page as the root page instead of linking as above, use Initialize<ExampleDebugPage>() instead of GetOrCreateInitialPage().AddPageLinkButton<ExampleDebugPage().

Open and close the debug menu

The debug menu can be opened and closed by flicking up and down along the edge of the screen. On the actual device, the area extends from the edge of the screen to approximately 6mm within the safe area. In the demo scene, the red band is displayed in this area to visualize flickable range.

<p align="center"> <img width="80%" src="Documentation/quickstart_02.png" alt="Open/Close the debug menu"> </p>

This behavior can be changed from the Flick To Open on the Debug Sheet component.
You can enable only the left or right side of the screen, or disable flick operation.

<p align="center"> <img width="80%" src="Documentation/quickstart_03.png" alt="Flick To Open"> </p>

Warning In the Unity editor, this range is not necessarily 6mm because it simulate the resolution of the actual device. It is recommended to also use the operation with keyboard shortcuts described below.

You can also open and close the debug menu by pressing the button. To do this, set the click area from Click To Open on the Debug Sheet component. You can set the number of times you need to click in a row to open it in Click Count To Open.

<p align="center"> <img width="80%" src="Documentation/quickstart_03_02.png" alt="Click To Open"> </p>

You can use keyboard shortcuts to open and close the debug menu. In default, Control (Command on Mac) + Shift + D toggles the debug menu. Shortcuts can be freely changed from Keyboard Shortcut on the Debug Sheet component.

<p align="center"> <img width="80%" src="Documentation/quickstart_04.png" alt="Keyboard Shortcut"> </p>

And you can also open/close the debug menu from your script as below.

// These scripts are attached on the GameObject "DebugSheetCanvas > Drawer".
StatefulDrawer drawer;
StatefulDrawerController drawerController;

// Toggle debug sheet.
var isClosed = Mathf.Approximately(drawer.Progress, drawer.MinProgress);
var targetState = isClosed ? DrawerState.Max : DrawerState.Min;
drawerController.SetStateWithAnimation(targetState);

Result

With the implementation up to this point, you can confirm that the debug menu works as follows.

<p align="center"> <img width="80%" src="Documentation/quickstart_05.gif" alt="Result"> </p>

Basic Usage

This section describes the basic usage of the Unity Debug Sheet. The Quick Start section is the prerequisite, so please read it first.

List of Available Cells

In default, you can use the following cells.

Cell NameMethod Name to AddDescription
LabelAddLabelUsed to display strings.
ButtonAddButtonUsed to trigger actions when clicked.
InputFieldAddInputFieldUsed to input text.
SwitchAddSwitchUsed to switch ON and OFF.
SliderAddSliderUsed to specify a numerical value within a range.
PickerAddPickerUsed to select one of several options.
Enum PickerAddEnumPickerUsed to select one of the elements of the enum.
Multi PickerAddMultiPickerUsed to select more than one from multiple options.
Enum Multi PickerAddEnumMultiPickerUsed to select more than one from the elements of the enum.
Search FieldAddSearchFieldUsed to display the search field.
Page Link ButtonAddPageLinkButtonUsed to transition to the other debug pages when clicked.
Button CollectionAddButtonCollectionUse when you want to display many small buttons.

You can check the behavior of each cell by playing the Default Cells Demo Scene. You can also create your own cells. See the Custom Cells section for more information about this.

List of Available Pages

You can use the following pages in default.

Class NameDescription
DebugPagePage with methods for adding default cells.
FloatingButtonPagePage with a floating button at the bottom. If you need to a button, such as a "Submit" button, you can use this page.
DefaultDebugPageBaseBase class for the debug page that has methods for adding default cells. It is an abstract class, so you need to inherit it to use.
DebugPageBaseBase class for the debug page. It is an abstract class, so you need to inherit it to use.

Update the cell contents

Using CellModel, you can update the contents of the cell that has been generated. The following is an example of renaming a generated button each time the Space key is pressed. Please refer to the comments for details.

using System.Collections;
using UnityDebugSheet.Runtime.Core.Scripts;
using UnityDebugSheet.Runtime.Core.Scripts.DefaultImpl.Cells;
using UnityEngine;

public sealed class ExampleDebugPage : DefaultDebugPageBase
{
    private int _buttonCellIndex;
    private ButtonCellModel _buttonCellModel;
    private int _counter;
    protected override string Title => "Example Debug Page";

    public override IEnumerator Initialize()
    {
        // Create the CellModel and set data and events.
        var buttonCellModel = new ButtonCellModel(false);
        buttonCellModel.CellTexts.Text = GetButtonName();
        buttonCellModel.Clicked += () => { Debug.Log("Clicked"); };
        
        // Keep the index of the cell and the CellModel.
        _buttonCellIndex = AddButton(buttonCellModel);
        _buttonCellModel = buttonCellModel;
        
        yield break;
    }

    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            // Update the cell data
            _counter++;
            _buttonCellModel.CellTexts.Text = GetButtonName();
            
            // Refresh the target cell.
            RefreshDataAt(_buttonCellIndex);
            
            // You can also refresh all data by calling RefreshData().
            //RefreshData();
        }
    }

    private string GetButtonName()
    {
        return $"Example Button {_counter}";
    }
}

Workflow in multiple scenes

In default, DebugSheetCanvas is used as a singleton. That is, if DebugSheetCanvas is placed in two scenes, the one instantiated first will be used and the one loaded later will be destroyed.

In this case, initialization should be only be done on the first DebugSheet. If the order of scene loading is not guaranteed, you can use DebugSheet.GetOrCreateInitializePage() to get a page that has already been initialized, if any, and initialize it. Please refer to the DemoEntry scene for the workflow in multiple scenes.

Note that if you do not want to use it as singleton, you can do it by unchecking Singleton in the DebugSheet component.

<p align="center"> <img width="60%" src="Documentation/basic_usage_01.png" alt="Singleton"> </p>

Exclude from the release builds

You should exclude GameObject, script files, and resources files related to the debug menu from the release builds.

You can exclude all scripts of the Unity Debug Sheet by adding EXCLUDE_UNITY_DEBUG_SHEET to the Scripting Define Symbols in the Player Settings. Thus, if you enclose all your own code that accesses the Unity Debug Sheet with #if EXCLUDE_UNITY_DEBUG_SHEET, you can exclude all the code from the release builds. It may also be a good idea to combine your own scripts that accesses the Unity Debug Sheet into a single assembly and set Define Constraints in the asmdef.

In addition, you can completely exclude the debug menu from your build by doing the following.

Custom Cells

To create your own cell, first create a component that inherits from Cell and a model that inherits from CellModel to set data to it.

using UnityDebugSheet.Runtime.Core.Scripts;
using UnityEngine;
using UnityEngine.UI;

public sealed class CustomTextCell : Cell<CustomTextCellModel>
{
    [SerializeField] private Text _text;
    [SerializeField] private LayoutElement _layoutElement;

    private const int Padding = 36;

    protected override void SetModel(CustomTextCellModel model)
    {
        _text.text = model.Text;
        _text.color = model.Color;
        _layoutElement.preferredHeight = _text.preferredHeight + Padding;
    }
}

public sealed class CustomTextCellModel : CellModel
{
    public string Text { get; set; }
    
    public Color Color { get; set; } = Color.black;
}

Then, create a GUI, attach this component to it, and make it a prefab. Due to the implementation of the cell recycling system, the following points should be taken into account when implementing the cell.

Next, set this cell to Cell Prefabs on the Debug Sheet.

<p align="center"> <img width="60%" src="Documentation/basic_usage_02.png" alt="Cell Prefabs"> </p>

All that remains is to add this cell to the page. Please refer to the demo scene of the custom cells for the actual implementation.

Advanced Usage

Use async methods instead of coroutines

You can also use asynchronous methods instead of coroutines to define lifecycle events of debug page, as shown below.

using UnityDebugSheet.Runtime.Core.Scripts;
using System.Threading.Tasks;

public class SomePage : DefaultDebugPageBase
{
    protected override string Title => "Some Page";

    // Using asynchronous methods to define lifecycle events
    public override async Task Initialize()
    {
        await Task.Delay(100);
    }
}

To use asynchronous methods, add Scripting Define Symbols in the following steps.

Note that Scripting Define Symbols needs to be set for all platforms.

Hide Backdrop

In default, the black GUI is displayed as the backdrop of the debug menu. You can hide it if you want by deactivating the GameObject of DebugSheetCanvas > Backdrop.

<p align="center"> <img width="60%" src="Documentation/advanced_usage_01.png" alt="Disable Backdrop"> </p>

Don't close the debug menu when the backdrop is clicked

In default, the debug menu is closed when the backdrop is clicked. You can disable this behavior by unchecking Close When Backdrop Clicked in the Stateful Drawer Backdrop Controller component attached to the DebugSheetCanvas > Drawer.

<p align="center"> <img width="60%" src="Documentation/advanced_usage_02.png" alt="Close When Backdrop Clicked"> </p>

Change the Show/Hide animations

You can change the Show/Hide animations by changing the AnimationDuration and AnimationCurve properties in the Stateful Drawer component attached to the DebugSheetCanvas > Drawer.

<p align="center"> <img width="60%" src="Documentation/advanced_usage_03.png" alt="Animation Settings"> </p>

Work within the safe area

By default, the debug menu appears from outside the screen, and is placed outside the screen when it is hidden. You can work it within the safe area by checking Move Inside Safe Area property in the Debug Sheet Drawer component attached to the DebugSheetCanvas > Drawer.

<p align="center"> <img width="80%" src="Documentation/advanced_usage_04.gif" alt="Move Inside Safe Area"> </p>

Change the min/max size of the debug menu

You can also change the min/max size of the debug menu. If you changed this, it can always be displayed at the bottom of the screen, even when minimized, as shown below, for example.

<p align="center"> <img width="80%" src="Documentation/advanced_usage_05.gif" alt="Set Min/Max Size"> </p>

To change the size of each state, edit the properties of the Debug Sheet Drawer attached to Debug Sheet Canvas > Drawer. Adjust the Min's Progress to change the size shen minimized and Size to change the size when maximized. Middle is the middle size applied when held vertically.

<p align="center"> <img width="60%" src="Documentation/advanced_usage_06.png" alt="Set Min/Max Size"> </p>

You can apply and check the size of each state by clicking Set State button in Debug area.

<p align="center"> <img width="60%" src="Documentation/advanced_usage_07.png" alt="Size Debugging"> </p>

Customize the look

Unity Debug Sheet consists of uGUI, so you can freely customize the look by adjusting the properties.

The design of each cell can be freely customized by creating a custom cell. See the Custom Cells section for more information on this.

Pop multiple screens at once

You can pop multiple pages at once. To do this, specify the number of pages to be popped in the second argument of DebugSheet.PopPage().

DebugSheet debugSheet;
debugSheet.PopPage(true, 2);

You can also specify the destination PageID. PageID can be obtained using the onLoad callback of PushPage() as shown below.

DebugSheet debugSheet;
debugSheet.PushPage<DebugPage>(true, onLoad: x =>
{
    var pageId = x.pageId;
});

In addition, you can specify any ID by specifying the pageId argument of PushPage().

DebugSheet debugSheet;
debugSheet.PushPage<DebugPage>(true, pageId: "MyPageId");

In addition, for the pages that are skipped when popping multiple pages, the lifecycle events before and after transition will not be called, only the event before destroying will be called. And the transition animation of the skipping pages will not be played.

Extending Built-in Cell Prefabs

You can extend built-in cell prefabs such as LabelCell and ButtonCell by following the steps below:

  1. Create a Prefab Variant of the built-in Prefab and make any desired modifications.
  2. Ensure the name of this Prefab is the same as the original Prefab.
  3. Set this Prefab in the Cell Prefabs of the Debug Sheet component.

Extension Packages

Display the system information of Unity

Yuo can display the system information of Unity easily by this package.

<p align="center"> <img width="60%" src="Documentation/extensions_01.png" alt="System Info"> </p>

Following features are now available.

Class name of DebugPageDescription
SystemInfoDebugPageShow the information of SystemInfo class.
ApplicationDebugPageShow the information of Application class.
TimeDebugPageShow the information of Time class.
QualitySettingsDebugPageShow the information of QualitySettings class.
ScreenDebugPageShow the information of Screen class.
InputDebugPageShow the information of Input class.
GraphicsDebugPageShow the information of Graphics class.
PhysicsDebugPageShow the information of Physics class.
Physics2DDebugPageShow the information of Physics2D class.

Usage is as follows.

  1. (Only if you use your own assembly) Add UnityDebugSheet.Unity to the referenced assemblies.
  2. Write as DefaultDebugPageBase.AddPageLinkButton<SystemInfoDebugPage>("System Info") to add page link cell.

In-game Debug Console

This is an extension package that links the Unity Debug Sheet with In-game Debug Console that is the OSS for displaying the console at runtime.
By this package, you can easily add a debug menu to display the console.

<p align="center"> <img width="60%" src="Documentation/extensions_02.gif" alt="In-game Debug Console"> </p>

Usage is as follows.

  1. Install & Setup In-game Debug Console. (There are several ways to install.)
  2. (Only if you install 1. not via Package Manager) Add UDS_INGAMEDEBUGCOSOLE_SUPPORT to Scripting Define Symbols and restart Unity.
  3. (Only if you use your own assembly) Add UnityDebugSheet.IngameDebugConsole to the referenced assemblies.
  4. Write as DefaultDebugPageBase.AddPageLinkButton<IngameDebugConsoleDebugPage>("In-Game Debug Console", onLoad: x => x.page.Setup(DebugLogManager.Instance)); to add page link cell.

Graphy

This is an extension package that links the Unity Debug Sheet with Graphy that is the OSS to display FPS, Memory, etc...

<p align="center"> <img width="60%" src="Documentation/extensions_03.gif" alt="Graphy"> </p>

Usage is as follows.

  1. Install & Setup Graphy. (There are several ways to install.)
  2. (Only if you install 1. not via Package Manager) Add UDS_GRAPHY_SUPPORT to Scripting Define Symbols and restart Unity.
  3. (Only if you use your own assembly) Add UnityDebugSheet.Graphy to the referenced assemblies.
  4. Write as DefaultDebugPageBase.AddPageLinkButton<GraphyDebugPage>("Graphy", onLoad: x => x.page.Setup(GraphyManager.Instance)); to add page link cell.

Licenses

This software is released under the MIT License. You are free to use it within the scope of the license, but the following copyright and license notices must be displayed when using it.

In addition, the table of contents of this document was created using the following software

The following software is used in the demo scenes.

See Third Party Notices.md for details on these licenses.