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- 1.4
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- Unity version
- 2021.3.29 or later
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SAV Debug Console Quest
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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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SAV Debug Console Quest video 1
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
- Example Arguments from Meta (https://developer.oculus.com/documentation/native/android/ts-logcat/)
- "-s VrApi,PerformanceManager_ZSF"
- *** Caution should be used with the "Log Cat Arguments" values as they are not filtered. If used incorrectly they can cause the system to become unresponsive or unstable.
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.
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