The immediate window is used to instantly evaluate C# code inside the Unity Editor.
The window is accessible through the
Window/Analysis/Immediate Window editor menu.
The immediate window lets you run code and inspect returned object and their properties. It's not a tool aim at developement but rather debug scenarios or editor API discovery.
Resets the in-memory assembly state. If you had any variable or class created they will be cleared. Namespaces using will also be reset to default.
View private members when inspecting objects.
Press this to run the current code. Alternatively, press
Return when in single-line mode or
Command+Return on Mac or
Ctrl+Return on Windows in multiline mode to do the same.
Show/Hide Assembly Inspector Toggle
Show/Hide the Assembly Inspector
Single/Multiline Mode Toggle
Toggle between multiline/single line mode (see below for details).
Clears the console of all output.
Ctrl+Return: Run Code
Single Line Mode
Return: Run Code
Keyboard Up Arrow- Previous Command
Keyboard Down Arrow- Next Command
Single Line Command
You can use the single line input to type code and get it to evaluate instantly upon pressing
For example, if you type this code:
you will see this result in the inspector:
You can use the object inspector to inspect an object and its properties. The object inspector will show the last object of any line of code. So for instance if you type:
var a = 12; var b = 14
You will only see the
b object in the console. Note that if you added a semicolon
; at the end of the previous line, you will only see
null in the console, which is somewhat counter-intuitive.
Here is an example of an collapsed object inspector, which only shows a quick view of the object:
Clicking on the object will yield a more detailed view:
You can also click on the
methods or, if available
interface groups to view additional details:
Some types, such as Lists and Dictionaries have specific views in order to simplify their inspection. For instance, viewing a dictionary will yield something like this:
Instead of having every property of the object, only the most relevant is show, in this case, the key/value pair. You can notice at the end of the line a blue icon which, when clicked, will become grey and show the full object view, like this:
In cases where there are many views for a given type, you will see a dropdown like this which will let you select which view to use (in this case, the different views are
Complex 1 and
You can also create your own views for your custom type, as explained here.
Multiline mode allows you to write many lines of code at once. You can press
Command+Return on Mac or
Ctrl+Return on Windows to run the code in the text field.
You can start off will pre-made code snippets. There is currently no way to save your own code snippets or have them automatically synced to a file though.
The assembly inspector lets you inspect the available loaded assemblies. Clicking on any assembly will list the namespaces within that assembly, as this image illustrate.
Then, clicking an any namespace will list every type which has static properties. The idea is to browse through types which have actual static items to view when debugging the current state of some editor component. This way you can browse through all your instances easily. Ideally there would be some toggle to list every type or only this subset.
Finally, when clicking on any type's properties, you it will output the object for inspection in the console, as the image below, where the
SomeStaticObject property has been clicked.
You can add new namespace reference by simply using the Assembly Inspector and clicking on any namespace (a ✓ checkmark will appear next to it).
This way, you don't have to type
My.Very.Long.Namespace.MyObject and can simply type
For simplicity of usage, these namespaces are automatically added in every coding session. Unfortunately, you can not remove them, so in the future, better control should be given over these.
"UnityEngine", "UnityEditor", "System", "System.Collections", "System.Collections.Generic", "System.Linq"
Creating your own type view
Simply create a class that implements
ITypeView and you're good to go! Inspectors on your type will automatically be using your new view.
You also inherits form
ATypeView which already provides a default implementation of most detail methods. You really only need to implement
GetView in this case.
If you want to experiment with creating a custom type view, you can look at the
Custom Type View and
Custom Expandable Type View reference implementations in the
Code Snippets dropdown of the multiline view. Currently this will only output the correct inspector to the console when run once due to an unknown bug,
so it's not exactly suitable for iterating with yet.
Mathieu Rivest email@example.com