SAV Debug Console Quest View on Asset Store (opens in new tab)

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SAV Debug Console Quest

by craiglubitz (opens in new tab)

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SAV Debug Console provides an easy-to-use in app debug console to capture runtime Debug.Log and Logcat message output. Works with AR and VR for a live debug console. Works with Quest 2 and Quest 3!

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About this asset

SAV Debug Console is a set of flexible and light weight prefabs that create a runtime debug console display that you can add to almost any Unity application. Capture runtime Debug.Log type messages and Logcat output.

In game/app room scale AR and VR debug console with Interactactables for Quest 2 and Quest 3.

Features:

  • SAV Debug Console can track the Meta Quest Family head set (always in view) or be pinned to any location in a running scene or editor scene
  • SAV Debug Console Meta Quest Family works with passthrough
  • Capture Logcat output
  • Show log error details, or only the log message
  • Scrollable window
  • Colored text entries for faster error detection (Unity logging only)
  • Entries are date and time stamped
  • Small or large console display mode
  • Set background opacity for solid or see-thru or any color in between
  • Set text size and color
  • Light weight and fast
  • Easy to use and customize
  • Supports Windows, Android and IOS
  • Supports OVRCameraRigInteraction, OVRInteractionComprehensive and Building blocks

Unity version 2021.3.29f1 or later is required to use SAV Debug Console

Meta Quest Family Only:

  • A Pointable Canvas Module is required by SAV Debug Console for Interactions.
  • Meta Quest features, recommended practices and documentation change frequently.
  • Required Meta XR SDKs:
    • Meta XR Core SDK
  • Optional Meta XR SDKs:
    • Meta XR Interaction SDK

SAV Debug Console QuickStart:

  • Meta Quest Family Only:
    • For Controllers only:
      • Search for and drag the SAVDebugConsoleForQuest prefab into the hierarchy.
      • Assign the controller buttons to the SAVDebugConsoleForQuest button actions.
      • Reference: Packages\SAVDebugConsole\Scenes\SampleScene_Quest.
    • For Controller/Hand Interactactables only:
      • Setup interactors and interactactables and controllers (see below: Setup interactors and interactactables and controllers)
      • Search for and drag the SAVDebugConsoleForQuest_Interactable prefab into the hierarchy
      • Optional, Assign the controller buttons to the SAVDebugConsoleForQuest button actions.
      • Reference: Packages\SAVDebugConsole\Scenes\SampleScene_Quest_Interactable.
    • Position the SAVDebugConsole game object in view of the OVRCameraRig
      • If using "Track On Start", position the debug window relative to the TrackingSpace CenterEyeAnchor (not the scene's position)
      • * Turn off Tracking if you are having trouble seeing the startup location.
    • Build and run
  • Meta Quest OVR Virtual Keyboard or System Keyboard:
    • Search the hierarchy for OVRCameraRig
      • System Keyboard
        • In OVRManager script->General->Requires System Keyboard
        • Check for system keyboard
        • In SAVInputField->InputFieldWithStringFormat_Quest->OVR Virtual Keyboard, Set OVRVirtualKeyboard to None
        • Uncheck for OVRVirtualKeyboard
      • OVRVirtualKeyboard
        • Disable System Keyboard (see above)
        • In OVRManager script->General->Virtual Keyboard Support
        • Choose Supported or Required
        • Drag your OVRVirtualKeyboard to SAVInputField->InputFieldWithStringFormat_Quest->OVR Virtual Keyboard
  • All others (Windows/IOS/Android/Web):
    • During the asset import process, uncheck DebugConsoleManagerForQuest and uncheck DebugConsoleSettingsForQuest and DebugConsoleManagerForQuestInteractable
    • Search for and drag the SAVDebugConsole_Other prefab into the hierarchy
    • Drag a camera into SAVDebugConsole > DebugConsoleManager > DebugConsoleCanvas > Canvas Component > Event Camera
    • Or Change the Canvas Component to your needs
    • For keyboard control, assign the Keycodes to the SAVDebugConsole keyboard actions.
    • Position the SAVDebugConsole game object in view of the Camera
    • Play and/or Build and run
    • Reference: Packages\SAVDebugConsole\Scenes\SampleScene.

SAV Debug Console Settings:

  • Show Detail - When selected log message details will be displayed.
  • Background Color – Allow colored or transparent backgrounds.

Setting for Quest controllers:

  • Track On Start - Default Off. When selected the console will track the Headset/Camera at startup
    • Position the debug window relative to the TrackingSpace CenterEyeAnchor (not the scene's position)
  • Tracking On Off - Control button to turn on/off tracking
  • Size Big Small - Control button to grow/shrink height
  • List Detail On Off - Control button to show/hide error details
  • List Scroll Up - Control button to scroll up list
  • List Scroll Down - Control button to scroll down list
  • List Clear - Control button to clear list

Setting for Keyboards:

  • Size Big Small - Keycode to grow/shrink height
  • List Detail On Off - Keycode to show/hide error details
  • List Scroll Up - Keycode to scroll up list
  • List Scroll Down - Keycode to scroll down list
  • List Clear - Keycode to clear list

Logcat (android only):

  • Locate the DebugConsoleManager in the hierarchy or active scene
  • If the DebugConsoleManager_LogCatProvider script is not attached to the DebugConsoleManager
    • Search for and drag the DebugConsoleManager_LogCatProvider script on to the DebugConsoleManager 
  • Drag the attached script into the "Log Cat Provider" entry in the DebugConsoleManager(ForQuest(Interactable)) script
  • Optional, Add a Log Cat Arguments

Filter button (magnifying glass)

  • click the magnifying glass icon
  • enter filter characters in text field
  • display indicates found entry count
  • click the magnifying glass icon again to close and clear the filter

SAV Debug Console additional help:

Note that there is a transition time on application start where the console is not registered to receive Debug.Log messages. If this is a problem, you will need to delay startup of other assets until the SAV Debug Console is registered.

Optional Settings DebugConsoleManager:

  • Max Console Entries: Max number of SAV Debug Console entry history to keep.
    • Default 100
    • Increasing this value will potentially increase memory and decrease speed.
  • Max Log Characters: Log messages larger than this value will be truncated with "...".
    • Defualt 1024
      • Increasing this value will potentially increase memory and decrease speed.
  • Max Stack Characters: Stack Traces larger than this value will be truncated with "..."
    • Defualt 1024
      • Increasing this value will potentially increase memory and decrease speed.

Optional Settings DebugConsoleManager > DebugConsoleCanvas:

The recommended way to change the size is the Transform Scale for SAVDebugConsoleForQuest_Interactable / SAVDebugConsoleForQuest / SAVDebugConsole_Other.

  • Width: Set the SAVDebugConsole width
  • Height: Set the SAVDebugConsole height
  • Image > Color: Set the SAVDebugConsole background color

Changing SAV Debug Console default message text display attributes:

  • Search for the ConsoleLogStack prefab (Packages\SAVDebugConsole\Prefabs\ConsoleLogStack)Search for the ConsoleLogMessage prefab (Packages\SAVDebugConsole\Prefabs\ConsoleLogMessage)
    And/Or
    • Text > Font: Set SAV Debug Console default message text font
    • Text > Size: Set SAV Debug Console default message text size
    • Text > Color: Set SAV Debug Console default message text color

Both Keyboards show up

  • See https://developer.oculus.com/documentation/unity/VK-unity-overview/
    **On the Oculus menu, go to Tools > Update AndroidManifest.xml
  • Set visibility of [BuildingBlock] Virtual Keyboard to false in hierarchy
  • Uncheck CameraRig->General->Requires System Keyboard
  • In SAVInputField->InputFieldWithStringFormat_Quest->OVR Virtual Keyboard.
    •  Set OVRVirtualKeyboard to None

No keyboards show up

  • Use a short trigger pull on the InputField
  • See https://developer.oculus.com/documentation/unity/VK-unity-overview/
    **On the Oculus menu, go to Tools > Update AndroidManifest.xml
  • Set visibility of [BuildingBlock] Virtual Keyboard to true in hierarchy.
    • Drag virtual keyboard into SAVInputField->InputFieldWithStringFormat_Quest->OVR Virtual Keyboard
  • OR Check CameraRig->General->Requires System Keyboard

Setup interactors and interactactables and controllers:

* Some links may be out of date. Meta Quest features, recommended practices and documentation change frequently.

Building Blocks Only:

1) Drag in a Camera Rig

2) Drag in Hand Tracking

Optional:

4) Drag in Controller Tacking

OVRCameraRigInteraction:

“Getting Started with Interaction SDK”:

Reference: https://developer.oculus.com/documentation/unity/unity-isdk-getting-started/

Create a Pointable Canvas Module:

1. Under Hierarchy, add an empty GameObject named CanvasModule by right-clicking in the hierarchy and selecting Create Empty.

2. Under Inspector, add a Pointable Canvas Module by clicking the Add Component button and searching for Pointable Canvas Module.

Reference: https: //developer.oculus.com/documentation/unity/unity-isdk-create-ui/#choose-a-ui-type

RayInteractor length:

If you dont see the RayInteractor on SAV Debug Console, one setting to check is the Max Ray Length of the RayInteractor.

Default is 5.

To change it:

1. In the hierarchy search bar enter: t:RayInteractor

2a. Choose the Hand/Controller RayInteractor and update the Max Ray Length property.

And/Or

2b. Move the Transform Position Z closer to the CameraRig for the SAVDebugConsoleForQuest_Interactable / SAVDebugConsoleForQuest / SAVDebugConsole_Other gameobjects.

From the publisher's Asset Store listing.