uREPL is an in-game powerful REPL environment for Unity3D that supports following functions:
- Any Unity-supported C# code evaluation at run time.
- Emacs-like keyboard shortcuts.
- Multi-Line input.
- Customizable completions.
- Command definition just by adding an attribute.
- GameObject and Component inspector.
- Output logs.
- History.
- Mac / Windows
- Unity 2017.x .NET 4.6 (from v0.5.0)
- Unity 5.x .NET 3.5 (until v0.4.0)
- Unity Package
- Download the latest .unitypackage from Release page.
- Git URL (UPM)
- Add
https://github.com/hecomi/uREPL.git#upm
to Package Manager.
- Add
- Scoped Registry (UPM)
- Add a scoped registry to your project.
- URL:
https://registry.npmjs.com
- Scope:
com.hecomi
- URL:
- Install uREPL in Package Manager.
- Add a scoped registry to your project.
- Select menu from
Assets > Create > uREPL
to instantiate auREPL
prefab. - If you have no
EventSystem
, add it fromHierarchy > Create > UI > EventSystem
. - Input the code into the input filed, then press the Enter key to submit and evaluate it.
Key | Description |
---|---|
ctrl + a |
move to head. |
ctrl + e |
move to end. |
ctrl + f , right arrow |
move forward. |
ctrl + b , left arrow |
move back. |
ctrl + h , backspace |
remove character before cursor position. |
ctrl + d |
remove character after cursor position. |
ctrl + k |
remove all characters after cursor position. |
ctrl + l |
clear all outputs. |
ctrl + m |
toggle single-line / multi-line mode. |
ctrl + n , up arrow |
show next history. |
ctrl + p , down arrow |
show previous history. |
ctrl + tab |
show completions. |
enter |
run input command. |
F1 |
toggle window display on/off. |
Key | Description |
---|---|
ctrl + n , up arrow |
select lower item. |
ctrl + p , down arrow |
select upper item. |
tab , enter |
insert selected completion. |
esc |
hide completions. |
You can add commands by adding a [uREPL.Command]
attribute to static methods.
public class CommandTest
{
// Given from somewhere.
static public GameObject gameObject;
// This method can be called without class name.
// $ ShowCurrentSelectedObject() ⏎
[uREPL.Command]
static public string ShowCurrentSelectedObject()
{
return gameObject.name;
}
// This method can be called by the given name.
// $ selected ⏎
[uREPL.Command(name = "selected")]
static public string ShowCurrentSelectedObject2()
{
return gameObject.name;
}
// Completion view show the given description.
[uREPL.Command(name = "selected2", description = "show the selected gameobject name.")]
static public string ShowCurrentSelectedObject3()
{
return gameObject.name;
}
}
uREPL automatically convert the command format into the actual code.
public class CommandTest
{
// '$ print "\"hoge hoge\"" ⏎' will be replaced with:
// CommandTest.Print("\"hoge hoge\"");
[uREPL.Command(name = "print")]
static public void Print(object obj)
{
Debug.Log(obj);
}
// Supports an overloaded command.
[uREPL.Command(name = "print")]
static public void Print(string value1, int value2, float value3)
{
Debug.LogFormat("string: {0}, int: {1}, float: {2}", value1, value2, value3);
}
}
From v0.4.0, you can register and unregister commands in runtime.
using UnityEngine;
public class RuntimeCommandTest : MonoBehaviour
{
void OnEnable()
{
uREPL.RuntimeCommands.Register("func1", () => Debug.Log("hoge"), "output hoge");
uREPL.RuntimeCommands.Register("func2", x => Debug.Log(x), "outout given argument");
uREPL.RuntimeCommands.Register("func3", (x, y) => Debug.Log((int)x * (int)y), "multiply arg0 by arg1");
uREPL.RuntimeCommands.Register("func4", (x, y, z) => Debug.Log(x + " " + y + " " + z), "output all arguments");
uREPL.RuntimeCommands.Register("func5", (int x) => Debug.Log(x), "output int value");
uREPL.RuntimeCommands.Register("func6", (string x, float y) => Debug.Log(x + " is " + y), "output arg0 is arg1");
uREPL.RuntimeCommands.Register("func7", (Vector3 pos, Quaternion rot, Vector3 scale) => Debug.Log(pos + " " + rot + " " + scale), "output unity-type values.");
}
void OnDisable()
{
uREPL.RuntimeCommands.Unregister("func1");
uREPL.RuntimeCommands.Unregister("func2");
uREPL.RuntimeCommands.Unregister("func3");
uREPL.RuntimeCommands.Unregister("func4");
uREPL.RuntimeCommands.Unregister("func5");
uREPL.RuntimeCommands.Unregister("func6");
uREPL.RuntimeCommands.Unregister("func7");
}
}
- If types are omitted, they become
System.Object
. - If types are given, arguments are automatically converted into them, and output an error if it failed.
- You cannot use overload.
- At most 3 arguments now.
- help
- show keybinds.
- commands
- show all commands.
- close
- close uREPL window.
- exit
- exit game.
uREPL supports three completion methods by default:
- Context
- Command
- GameObject name / path
You can add completion plugins by adding a class that inherits from uREPL.CompletionPlugin
and overrides GetCompletions()
.
This class is derived from MonoBehaviour
, so you can collect information using its callbacks.
The following code is a sample for GameObject name completion.
using UnityEngine;
using System.Linq;
using uREPL;
public class SampleCompletion : CompletionPlugin
{
string[] gameObjectNames_;
public void Update()
{
gameObjectNames_ = GameObject.FindObjectsOfType<GameObject>()
.Select(go => go.name)
.ToArray();
}
// This method is called from a non-main thread.
// If you want to use such as GameObject-related data, please get it in the main thread.
public override CompletionInfo[] GetCompletions(string input)
{
var partialName = input.Substring(input.LastIndexOf("\"") + 1);
return gameObjectNames_
.Where(name => name.IndexOf(partialName) != -1)
.Select(name => new CompletionInfo(partialName, name, "G", Color.red))
.ToArray();
}
}
You can output 3 level logs by uREPL.Log.Output(string)
, uREPL.Log.Warn(string)
,
and uREPL.Log.Error(string)
.
static public class LogTest
{
static public void ShowLogs()
{
uREPL.Log.Output("this is normal log.");
uREPL.Log.Warn("this is warning log.");
uREPL.Log.Error("this is error log.");
}
}
You can inspect GameObject by calling GameObject.Inspect()
. This shows position, rotation, scale, and components added to it.
You can also inspect Component by clicking the inspect icon or calling Component.Inspect()
.
See the following videos for more details:
Toggle single-line and multi-line modes by Ctrl-m
or clicking the right-top icon in the input area.
- World Space GUI
- Set the
Render Mode
of theCanvas
component asWorld Space
.
- Set the
- Multiple GUI
- You can locate multiple GUIs in a scene.
- Builds
- Almost all functions are available even in the built binary.