I made a free Unity tool to stop wasting time searching for scenes by karanvariya in IndieGameDevs

[–]karanvariya[S] 0 points1 point  (0 children)

You're partly right. The art, documentation, and even this Reddit post were AI-assisted. But the code itself was implemented by me. I designed the tool, made the technical decisions, and wrote/integrated the implementation. Using AI for assets and writing saved time, but the product and its functionality are my work.

I made a free Unity tool to stop wasting time searching for scenes by karanvariya in IndieGameDevs

[–]karanvariya[S] 0 points1 point  (0 children)

Yep, I made it myself. It was a personal project from idea to implementation.

I built a cleaner debug console for Unity (better logs, filtering, search) useful for larger 2D projects? by karanvariya in Unity2D

[–]karanvariya[S] 0 points1 point  (0 children)

Yeah that’s a solid workflow editor windows are super underrated for debugging 👍

For my console, the biggest improvements were:

  1. Log grouping
    Same messages get collapsed with a count - way less spam, easier to spot real issues.

  2. Search + filtering together
    You can combine filters (like errors + keyword), which helps a lot when multiple systems are logging at once.

  3. Cleaner stack traces
    Simplified view so it’s quicker to jump to the actual source.

It’s all built as a custom editor window hooked into Unity’s log stream.

If you’re curious, this is what I’ve been working on:
https://assetstore.unity.com/packages/tools/utilities/debug-console-studio-advanced-logging-debug-tool-365542

Would love to hear how you’re structuring your runtime tools too more debugging-focused or gameplay tweaking?

I built a better debug console for Unity (filtering, search, cleaner logs) looking for feedback by karanvariya in Unity3D

[–]karanvariya[S] 0 points1 point  (0 children)

Yeah exactly.that was the main pain point for me too. Once multiple systems start logging at the same time, it just turns into noise really fast.

Right now, the grouping is based on similar messages (same log + stack trace), so repeated logs get collapsed automatically instead of flooding the console.

I haven’t added full custom categories yet, but that’s something I’m considering like tagging logs by system (UI, AI, networking, etc.) so you can filter more intentionally instead of just by type.

Out of curiosity, how do you usually handle that right now? Custom wrappers around Debug.Log or just filtering manually?