Mirage Console
Compiled out of Release builds by default. ... Requires Unity 2022.3 or newer (UI Toolkit at runtime). The Input System package is optional and supported through a separate assembly, so ...
by Mirage Interactive
Price History +
An in-game console is a gift to your team and a risk to your players.
Every serious game ends up needing one: a way to run commands, skip to a level, spawn enemies, tweak a value, or read every log without attaching a debugger. But a debug console is also the easiest thing to forget in a shipped build — and the moment it ships, it stops being your tool and becomes a cheat menu, or worse, a way into your game's internals.
Mirage Console gives you the console without the liability.
Commands as code
Put [Command] on any C# method and it becomes a console command — no boilerplate, no registration step. Its parameters (float, int, bool, string, enums…) become the command's parameters, parsed from what's typed, and its help text is generated automatically from the method itself.
Four tabs, one console
- CLI — type commands, with history and auto-completion of help.
- All Messages — every log the game produces, from any thread, filterable by severity, including what was logged before the console even existed.
- Commands — a button for every command that needs no argument, so QA and designers can click instead of type.
- Profiling — FPS and memory at a glance, with recording, no external profiler required.
Open it with a key (F12 by default) or a touch gesture, on either the Legacy Input Manager or the Input System package — auto-detected, no setup needed.
Built to stay out of the wrong hands
- Compiled out of Release builds by default. The console, its interface and its settings asset are added to development builds only. A Release build carries none of the console's files unless you explicitly opt in with a scripting define — so there's nothing to accidentally ship.
- Password-protected commands. Mark a command [SecuredCommand] and it asks for a password before it runs, in the CLI, from a button, or from code. The password is stored as a salted, constant-time-checked hash — never as plain text, never logged, never put in the command history.
- Webhook, on your terms. Send the visible log to Discord, Slack, or your own endpoint with one click, with an optional auth header — nothing is sent unless you select and press Send.
Drop-in, not disruptive
Mirage Console works out of the box: install it, press Play, hit F12. It reads its settings from a single asset outside any Resources folder, so a Release build without the console carries no trace of your webhook URL, your password hash, or your command list. Existing build pipelines are untouched — its build step only manages its own entries and runs after your own scripts.
Requires Unity 2022.3 or newer (UI Toolkit at runtime). The Input System package is optional and supported through a separate assembly, so the console never forces a dependency you don't already have.