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https://github.com/vektor451/vek-dev-console

Simple C# based developer console for Godot 4.3+.
https://github.com/vektor451/vek-dev-console

console developer-console developer-tool godot godot-addon godot-engine godot-mono godot-plugin godot4 godot4-3

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Simple C# based developer console for Godot 4.3+.

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README

          

# Vekkie's C# Developer Console
Simple C# based developer console for Godot 4.3+.

![image](https://github.com/user-attachments/assets/9ad28997-5251-4451-8f33-2446188540ae)

## Setup
1. `git clone` this repo into the `/addons` folder of your Godot project. You should have a `/addons/vekDevConsole` folder with all of the plugin's files.
2. Build the C# solution. If you are placing the addon in a new project, you might have to make a random empty C# script first to be able to build it.
3. Enable the `Dev Console` in the plugins tab of your project settings.
4. Add a `dev_console` action into your project's input map, which can also be found in the project settings (this is necessary for opening the console).
5. Add the `DevConsole` node to a desired scene in your project. It is strongly recommended to then set the anchor preset to `Full Rect`.
6. Console time B).

## Usage
To add a command to the console, use the DevConsole's `AddCommand(name, command)` method. This is static, and will be accessed anywhere in your project as `DevConsole.AddCommand` The name property is a generic string, however the command is a class consisting of 3 notable properties:

- Action: The main method to execute with the console command. Supports arguments of type int, float, string or bool, and is required.
- ReadAction: An alternate method executed if the command was submitted with no arguments. Usually used to retrieve the value of a property, but can be used for other means (for instance with the help command, printing all commands and their descriptions). Doesn't support arguments, and is optional.
- Description: The command's description used when getting help. Technically optional, but not advised to omit.

You can also remove commands with `RemoveCommand(name)`

This will not work natively in GDScript, and will require you to create a C# script with methods that call the GDScript from there, and then create commands for those methods.

## Todo
- Make a more in-depth readme with more of the actual usage details of the console.
- Be able to show the same content as the editor output window.
- Other small fixes and improvements.