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    Included Commands

    Quantum Console comes with many commands included out of the box for the user's convenience. Some of these commands are core commands, whereas others are extra commands.

    Core Commands

    Core commands are implemented within various parts of Quantum Console such as QuantumProcessorCommands.cs and QuantumRegistry.cs

    They can be removed by using the preprocessor QC_DISABLE_BUILTIN_ALL

    Name Description
    help Shows a basic help guide for QuantumConsole
    man Generates a user manual for any given command, including built in ones. To use the man command, simply put the desired command name in front of it. For example, man my‑command will generate the manual for my‑command
    commands Generates a list of all commands currently loaded by the Quantum Console Processor
    register‑object<T> Adds the object to the registry to be used by commands with MonoTargetType = Registry
    deregister‑object<T> Removes the object to the registry to be used by commands with MonoTargetType = Registry
    clear‑registry<T> Clears the contents of the specified registry
    display‑registry<T> Displays the contents of the specified registry
    use-namespace Adds a namespace to the table so that it can be used to type resolution
    remove-namespace Removes a namespace from the table
    all-namespaces Displays all of the namespaces currently in use by the namespace table
    reset-namespaces Resets the namespace table to its initial state
    #define Adds a macro to the macro table which can then be used in the Quantum Console. If the macro name is added, then all instances of #name will be expanded into the full macro expansion. This allows you to define shortcuts for various things such as long type names or commonly used command strings. Macros may not contain hashtags or whitespace in their name. Note: macros will not be expanded when using #define, this is so that defining nested macros is possible.
    remove-macro Removes the specified macro from the macro table
    clear-macros Clears the macro table
    all-macros Displays all of the macros currently stored in the macro table
    dump-macros Creates a file dump of macro table which can the be loaded to repopulate the table using load-macros
    load-macros Loads macros from an external file into the macro table
    verbose-errors If errors caused by the Quantum Console Processor or commands should be logged in verbose mode
    verbose-logging The minimum log severity required to use verbose logging
    logging-level The minimum log severity required to intercept and display the log
    max-logs The maximum number of logs that may be stored in the log storage before old logs are removed
    clear Clears the Quantum Console
    qc-script-extern Executes an external source of QC script file, where each line is a separate QC command

    Extra Commands

    Extra commands are implemented as in separate classes and files that are found in the Extras folder; these commands are added for convenience and are not required.

    They can be removed by using the preprocessor QC_DISABLE_BUILTIN_ALL or QC_DISABLE_BUILTIN_EXTRA

    UtilCommands.cs

    Name Description
    get‑scene‑hierarchy Renders the GameObject hierarchy of the currently open scenes
    get‑object‑info Finds the first object in the scene with the name objectName and displays its transform and component data
    destroy Destroys a GameObject
    instantiate Instantiates a GameObject
    teleport Teleports a GameObject
    teleport‑relative Teleports a GameObject by a relative offset to its current position
    set-active Activates/deactivates a GameObject
    send-message Calls the method named methodName on every MonoBehaviour in the target GameObject
    add‑component<T> Adds a component of type T to the specified GameObject
    rotate Rotates a GameObject

    ScreenCommands.cs

    Name Description
    fullscreen Fullscreen state of the application
    screen‑dpi DPI of the current device's screen
    screen‑orientation The orientation of the screen
    current‑resolution Current resolution of the application or window
    supported‑resolutions All resolutions supported by this device in fullscreen mode
    set‑resolution Sets the resolution of the current application, optionally setting the fullscreen state too
    capture‑screenshot Captures a screenshot and saves it to the supplied file path as a PNG. If superSize is supplied the screenshot will be captured at a higher than native resolution.

    SceneCommands.cs

    Name Description
    load‑scene Loads a scene by name into the game
    load‑scene‑index Loads a scene by index into the game
    unload‑scene Unloads a scene by name
    unload‑scene‑index Unloads a scene by index
    all‑scenes Gets the name and index of every scene included in the build
    loaded‑scenes Gets the name and index of every scene currently loaded
    active‑scene Gets the name of the active primary scene
    set‑active‑scene Sets the active scene to the scene with name sceneName

    GraphicsCommands.cs

    Name Description
    max‑fps The maximum FPS imposed on the application. Set to -1 for unlimited
    vsync Enables or disables vsync for the application
    msaa Gets or sets the number of msaa samples in use. Valid values are 0, 2, 4 and 8.

    TypeCommands.cs

    Name Description
    enum‑info Gets all of the numeric values and value names for the specified enum type

    TimeCommands.cs

    Name Description
    time‑scale The scale at which time is passing by

    CoroutineCommands.cs

    Name Description
    start-coroutine starts the supplied command as a coroutine

    exec/DynamicCodeCommands.cs

    Name Description
    exec Compiles the given code to C# which will then be executed. Use with caution as no safety checks will be performed. Not supported in AOT (IL2CPP) builds. By default, boiler plate code will be inserted around the code you provide. This means various namespaces will be included, and the main class and main function entry point will provided. In this case, the code you provide should be code that would exist within the body of the main function, and thus cannot contain things such as class definition. If you disable boiler plate insertion, you can write whatever code you want, however you must provide a static entry point called Main in a static class called Program
    exec‑extern Loads the code at the specified file and compiles it to C# which will then be executed. Use with caution as no safety checks will be performed. Not supported in AOT (IL2CPP) builds. By default, boiler plate code will NOT be inserted around the code you provide. Please see 'exec' for more information about boilerplate insertion

    KeyBinderModule.cs

    Name Description
    bind Binds a given command to a given key, so that every time the key is pressed, the command is invoked
    unbind Removes every binding for the given key
    unbind‑all Unbinds every existing key binding
    display‑bindings Displays all existing bindings on the key binder

    MegaCommands.cs

    Name Description
    call‑static Invokes the specified static method or property with the provided arguments. Provide [argTypes] if there are ambiguous overloads
    call‑instance Invokes the specified non-static method or property with the provided arguments. Provide [argTypes] if there are ambiguous overloads

    FileCommands.cs

    Name Description
    write‑file Writes the provided data to a file at the provided path
    read‑file Reads the contents of the file at the provided path

    ApplicationCommands.cs

    Name Description
    quit Quits the player application

    HttpCommands.cs

    Name Description
    http.get Sends a GET request to the specified URL
    http.delete Sends a DELETE request to the specified URL
    http.post Sends a POST request to the specified URL. A body may be sent with the request, with a default mediaType of text/plain
    http.put Sends a PUT request to the specified URL. A body may be sent with the request, with a default mediaType of text/plain
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