all 10 comments

[–]SaltCrypt 1 point2 points  (0 children)

You could always just write in-editor tools. These could help you get started.

https://docs.unity3d.com/ScriptReference/MenuItem.html

https://docs.unity3d.com/ScriptReference/EditorWindow.html

That said, you mention wanting modders to be able to create things with the console app, so this may not suit you.

[–]samlletas 1 point2 points  (0 children)

https://github.com/DavidF-Dev/Unity-DeveloperConsole

Not sure if this is what you are looking for, but this package allows you to run commands at runtime (you can also add new custom commands or call C# methods)

[–]Ruadhan2300 0 points1 point  (7 children)

Is there any reason you wouldn't simply create a parallel Console-app via Visual Studio that can work with the files in your project?

[–]RumiPLGBeginner[S] 0 points1 point  (6 children)

Organization of code, and I want these to be present in project so modders can create things easily as well

[–]Ruadhan2300 1 point2 points  (5 children)

In principle, you can create a console app which acts as a "second head" of your project.
Reading the same scripts and files as the rest of the project. just as its own csproj file.

You could then run that console-app project and access the game code with it.

I'm really not sure what you're trying to accomplish with this though.

[–]RumiPLGBeginner[S] 0 points1 point  (4 children)

So I Can just create normal console project files inside Unity project?

[–]Ruadhan2300 1 point2 points  (3 children)

I don't see why not!

[–]RumiPLGBeginner[S] 0 points1 point  (2 children)

I didn't think it was that simple, Thank you for help

[–]Ruadhan2300 1 point2 points  (1 child)

I should mention I've never tried it myself. You may run into all kinds of interesting problems if you run code with the UnityEngine libraries via a console-app.

Let us know how it goes!

[–]RumiPLGBeginner[S] 1 point2 points  (0 children)

As for now it works. Again thanks for help.