DebugUI
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A framework for building debugging tools built on Unity UI Toolkit.
DebugUI
A framework for building debugging tools built on Unity UI Toolkit.
日本語版READMEはこちら
DebugUI is a framework for building debugging tools on Unity UI Toolkit. You can easily and quickly create runtime debugging tools using its dedicated builder.
public class DemoUIBuilder : DebugUIBuilderBase
{
...
protected override void Configure(IDebugUIBuilder builder)
{
builder.ConfigureWindowOptions(options =>
{
options.Title = "Demo";
options.Draggable = true;
});
builder.AddFoldout("Physics", builder =>
{
builder.AddSlider("Time Scale", 0f, 3f, () => Time.timeScale, x => Time.timeScale = x);
builder.AddSlider("Gravity Scale", 0f, 3f, () => GravityScale, x => GravityScale = x);
builder.AddButton("Add Circle", () => Instantiate(prefab));
builder.AddButton("Reload Scene", () => SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex));
});
builder.AddFoldout("Post-processing", builder =>
{
builder.AddSlider("Hue Shift", -180f, 180f, () => colorAdjustments.hueShift.value, x => colorAdjustments.hueShift.value = x);
builder.AddSlider("Bloom Intensity", 0f, 10f, () => bloom.intensity.value, x => bloom.intensity.value = x);
});
}
}
Setup
Requirements
- Unity 2022.1 or later
Installation
- Open the Package Manager from Window > Package Manager.
- Click the "+" button > Add package from git URL.
- Enter the following URL:
https://github.com/AnnulusGames/DebugUI.git?path=src/DebugUI/Assets/DebugUI
Alternatively, open Packages/manifest.json and add the following to the dependencies block:
{
"dependencies": {
"com.annulusgames.debug-ui": "https://github.com/AnnulusGames/DebugUI.git?path=src/DebugUI/Assets/DebugUI"
}
}
Creating a Debug Window
To create a debug window using DebugUI, follow these steps.
1A. Create a component that inherits from DebugUIBuilderBase
Inherit from the DebugUIBuilderBase
class, and by implementing the Configure()
method, you can easily configure a debug window.
using UnityEngine;
using DebugUI;
public class DebugUIBuilerExample : DebugUIBuilderBase
{
[SerializeField] float field;
protected override void Configure(IDebugUIBuilder builder)
{
builder.AddLabel("Label");
builder.AddButton("Button", () => Debug.Log("Hello!"));
builder.AddField("Field", () => field, x => field = x);
}
}
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Attach this component to a suitable GameObject and specify the target UIDocument in the Inspector.
DebugUIBuilderBase
is a class that inherits from MonoBehaviour
. It creates a debug window on the UIDocument set at Awake time.
1B. Use the DebugUIBuilder class
If you want to avoid adding a new component, you can also create a debug window using the DebugUIBuilder
class.
UIDocument uiDocument;
var builder = new DebugUIBuilder();
builder.AddLabel("Label");
builder.AddButton("Button", () => Debug.Log("Hello!"));
builder.AddField("Field", () => field, x => field = x);
builder.BuildWith(uiDocument);
To build the configured debug window, call the BuildWith()
method.
2. Apply the Theme Style Sheet
DebugUI provides a StyleSheet (uss) and Theme StyleSheet (tss) for a modern GUI style. (The files are located in the Packages/com.annulusgames.debug-ui/Package Resources
folder.)
You can change the theme you want to use in the Panel Settings asset generated in the Assets folder when you introduce the UI Toolkit.
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If you want to use an existing theme, add the DebugUI uss to the Style Sheets of the tss asset you want to use.
Available Elements
Label
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builder.AddLabel("Label");
Button
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builder.AddButton("Button", () => Debug.Log("Hello!"));
Field
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float floatValue;
builder.AddField("Field", () => floatValue, x => floatValue = x);
builder.AddField("Read-Only Field", () => floatValue);
[!NOTE]
AddField()
currently supportsbool
,int
,float
,string
, ,Enum
,Vector2
,Vector3
,Vector4
,Vector2Int
,Vector3Int
,Rect
,RectInt
,Bounds
, andBoundsInt
.
[!TIP] Fields created with
AddField()
are bidirectionally bound to the target value. Changes made to either the field or the original value are automatically reflected in the other.
Slider
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float floatValue;
int intValue;
builder.AddSlider("Slider", 0f, 1f, () => floatValue, x => floatValue = x);
builder.AddSlider("Slider Int", 0, 100, () => intValue, x => intValue = x);
Progress Bar
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float floatValue;
builder.AddProgressBar("Progress", 0f, 1f, () => floatValue);
Image
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Texture2D texture2D;
Sprite sprite;
RenderTexture renderTexture;
SpriteRenderer spriteRenderer;
builder.AddImage("Texture2D", texture2D);
builder.AddImage("Sprite", sprite);
builder.AddImage("Render Texture", renderTexture);
builder.AddImage("Dynamic", () => spriteRenderer.sprite);
Foldout
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float floatValue;
builder.AddFoldout("Foldout", builder =>
{
builder.AddField("Field", () => floatValue, x => floatValue = x);
builder.AddButton("Button", () => Debug.Log("Hello!"));
});
Window Settings
You can configure window display options and other settings using ConfigureWindowOptions()
.
builder.ConfigureWindowOptions(options =>
{
options.Title = "Custom Title";
options.Draggable = false;
});
Property | Description |
---|---|
Draggable | Whether the window is draggable (default value is true) |
Title | Title of the window |
License
MIT License