ManlyMarco / RuntimeUnityEditor

In-game inspector and debugging tools for applications made with Unity3D game engine
GNU General Public License v3.0
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Added Telnet Terminal #6

Closed wh0am15533 closed 5 years ago

wh0am15533 commented 5 years ago

Marco, here's a project solution that has all dependencies and actually build out of the gate. I've added a TCP server to the library that you can connect to at 127.0.0.1:1755. Ultimately, I plan to tie this terminal to the C# REPL. But here is a start. You likely know Unity more than I so please expand on it if it suits your idea.

v.01 RuntimeUnityEditor-w-Telnet-Console.zip

ManlyMarco commented 5 years ago

Thanks, I'll check it out later. Why not fork the repository and do the edits on the fork? It would make it easier to see the changes.

ManlyMarco commented 5 years ago

How about implementing a gui that uses IPC to communicate with the editor? You can use the code from here https://github.com/denikson/COM3D2.KinectCapture

Check the shared code for the IPC and custom named pipe. Also have a look at main code for usage.

wh0am15533 commented 5 years ago

Thnx Marco I'll do that. IPC would be a lot cleaner and manageable.

wh0am15533 commented 5 years ago

Brother, I just noticed something strange. Using Bleeding-Edge BepInEx, things seem to be working good, but I just noticed that if you create a new class that inherits MonoBehavior the class isn't loaded or the Unity workflow like Start(), Update(), OnGUI(), aren't being hit. I'm tracing it, but have you any suggestions on the RuntimeEditor or Unity side? On a roll here until I started putting it through tests.

ManlyMarco commented 5 years ago

Where are you creating the classes, in REPL? Make sure that you are adding it to a living and active gameobject.

Closing and moving to #7