proletariatgames / cudlr Goto Github PK
View Code? Open in Web Editor NEW⛔️ [DEPRECATED] Console for Unity Debugging and Logging Remotely
License: MIT License
⛔️ [DEPRECATED] Console for Unity Debugging and Logging Remotely
License: MIT License
Hey there!
I don't know if this project is still maintained, but if it is, would you be interested in adding an in-game console to the CUDLR examples? I already have something ready that I could convert into a PR if you're interested. Please see the attached screenshot for further details (I'll alter the implementation to use Unity's default font if you're willing to integrate the change).
Cheers
Philipp
I think the command history buffer should be moved off the server and instead let the javascript handle the history buffer entirely.
Unity 5 uses an event instead so in OnEnable() in Server.cs
Application.RegisterLogCallback(Console.LogCallback);
should become
Application.logMessageReceived += Console.LogCallback;
and OnDisable() replace
Application.RegisterLogCallback(null);
with
Application.logMessageReceived -= Console.LogCallback;
Can fork and do a PR if that helps
I can't connect to the device when I build using il2cpp.
Any plans on fixing this?
Thanks!
Check out the SocketException below. This happens to one of our (remote) testers when they boot the game either on an iPad 1 (iOS 5.0.1) or iPod 4th Gen (iOS 6.1.3). On my 4S (iOS 7.0.3) I found I got the same crash if I was on 3G instead of wifi.
(Filename: /Applications/buildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/iPhonePlayer-armv7/UnityEngineDebug.cpp Line: 54)
2013-11-15 23:39:10 +0000 UIKitApplication:com.spryfox.tripletown[0xdde1](Filename: Line: -1)
2013-11-15 23:39:10 +0000 UIKitApplication:com.spryfox.tripletown[0xdde1]
2013-11-15 23:39:10 +0000 UIKitApplication:com.spryfox.tripletown[0xdde1] LevelLoader:Update()
2013-11-15 23:39:10 +0000 UIKitApplication:com.spryfox.tripletown[0xdde1] UnityEngine.Object:Instantiate(Object)
2013-11-15 23:39:10 +0000 UIKitApplication:com.spryfox.tripletown[0xdde1] UnityEngine.Object:Internal_CloneSingle(Object)
2013-11-15 23:39:10 +0000 UIKitApplication:com.spryfox.tripletown[0xdde1] at ServerInfo.Awake () [0x00000] in :0
2013-11-15 23:39:10 +0000 UIKitApplication:com.spryfox.tripletown[0xdde1] at System.Net.Dns.GetHostEntry (System.String hostNameOrAddress) [0x00000] in :0
2013-11-15 23:39:10 +0000 UIKitApplication:com.spryfox.tripletown[0xdde1] at System.Net.Dns.GetHostByName (System.String hostName) [0x00000] in :0
2013-11-15 23:39:10 +0000 UIKitApplication:com.spryfox.tripletown[0xdde1] at System.Net.Dns.hostent_to_IPHostEntry (System.String h_name, System.String[] h_aliases, System.String[] h_addrlist) [0x00000] in :0
2013-11-15 23:39:10 +0000 UIKitApplication:com.spryfox.tripletown[0xdde1] SocketException: No such host is known
2013-11-15 23:39:10 +0000 tripletown SocketException: No such host is known
at System.Net.Dns.hostent_to_IPHostEntry (System.String h_name, System.String[] h_aliases, System.String[] h_addrlist) [0x00000] in :0
at System.Net.Dns.GetHostByName (System.String hostName) [0x00000] in :0
at System.Net.Dns.GetHostEntry (System.String hostNameOrAddress) [0x00000] in :0
at ServerInfo.Awake () [0x00000] in :0
UnityEngine.Object:Internal_CloneSingle(Object)
UnityEngine.Object:Instantiate(Object)
LevelLoader:Update()
I'm still using this in all our spryfox projects. QA love it!
I tried making a command that took a dump of our save file and sent it to the game. However this save file is longish (about 1.7k), and between the html console and reaching my CUDLR.Command(), the string gets truncated. I've tried digging around both in the javascript and the C# server, looking for some constant that truncated input, but to no avail.
Any ideas what could be causing this, and if so, any ideas on a workaround?
Console Error : System.IO.FileNotFoundException: Could not find file "/Users/ben/Projects/makie/dollbuilder/Assets/StreamingAssets/WWW/favicon.ico".
I'm not sure if there is a way to increase the number of logs? It scrolls back to only about 50 lines right now
I love how much you guys are giving back to the unity community, it's so great. I'm excited about getting CUDLR running, but as soon as I imported it, your Console class clashed with System.Console, which is imported in almost every file by default through using System
, and used in some of my code. I can't resolve any conflicts with a using Console = System.Console
because your code is in the global namespace!
Would love it if you made sure all your classes were namespaced in future releases.
Have connected to same code running on an iOS device and from in the editor on OSX, under the same wifi router.
Found the IP address from the Galaxy's wifi settings. Connecting from a browser gave me a white screen after a period of time - no DNS errors, no CUDLR errors.
Logcat showed the server starting, spitting out "Starting CUDLR Server on port..." and no following errors.
The device is connected to the internet (I can use the web browser), using the same wifi router as the laptop browser that's attempting to connect to it.
it would be nice to have colored console output, for example for logging exceptions.
Right now the server has all of the commands. It would be nice if the client (javascript) could also have its own commands - then the client and server commands are combined into the command listing when help is invoked.
As an example, as part of Issue #9 I removed the 'Clear' command from the server because it no longer made sense there. However, since the client doesn't have any concept of commands itself, I couldn't add a typed clear command and instead had to result to a button.
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