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RuntimeOPs Console

Role-aware in-game command console for Unity with audit logs, command policies, macros, diagnostics, scene tools, and bridge-based player controls.

$79.00

RuntimeOps Console helps Unity teams debug, validate, and operate a project from a single in-game command workflow.

Instead of building one-off debug menus for each system, RuntimeOps Console gives you a reusable runtime console with command history, tab completion, aliases, live log streaming, and modular command packs.

The tool is designed for real team workflows. QA can work inside restricted command policies, developers can unlock deeper controls, and internal admin sessions can use full access when needed.

WHAT IT DOES

RuntimeOps Console auto-bootstraps an in-game console object at startup and provides a runtime command surface for common debugging and QA tasks. Built-in packs cover core runtime controls, diagnostics, scene management, macro save and replay workflows, and player bridge commands for position, health, speed, and god-mode style hooks.

The editor-side setup window makes operational hardening practical. Teams can create a settings asset, apply baseline presets, configure role defaults, control allow and deny lists, and enable audit logging without building custom tooling around the console.

Support teams and QA can also export a support bundle directly from the console. The bundle captures recent command activity, console logs, current settings context, scene state, available commands, runtime variables, bridge binding status, and an audit log excerpt when audit logging is enabled.

SAFETY AND GOVERNANCE

RuntimeOps Console is built with operational control in mind. Commands can be gated by permission tier, restricted with allow-list and deny-list policies, and written to audit logs in persistent storage. Teams can export and import preset profiles as JSON to keep policy and workflow settings aligned across projects and branches.

EXTENSIBILITY

The architecture is modular by design. Add new `IRuntimeOpsCommandPack` implementations to ship project-specific command domains without modifying the core console. The player command pack uses delegate bridges so it can connect cleanly to your own gameplay systems instead of forcing a specific controller framework.

KEY FEATURES

- In-game runtime command console with live log streaming
- Command history, aliases, tab completion, and inline suggestions
- Role-based permissions for Qa, Developer, and Admin workflows
- Allow-list and deny-list command policy controls
- Optional command audit logging to persistent storage
- Support bundle export for QA and incident handoff
- Built-in command packs for core controls, diagnostics, scenes, macros, and player actions
- Macro save, record, replay, import, and export workflows
- Preset profiles for QA Hardened, Developer Default, and Admin Test sessions
- JSON export/import for settings profile portability
- Bridge diagnostics window for player delegate verification
- Modular command pack architecture for project-specific extensions

WHO IT IS FOR

Gameplay programmers, QA engineers, technical designers, and live operations or support teams who need runtime control without maintaining custom debug UI for every system.

WHAT IT DOES NOT DO

RuntimeOps Console does not automatically integrate with your gameplay systems beyond the included bridge hooks. Player-oriented commands require delegate binding to your own controller, movement, or health systems.

COMPATIBILITY

Requires Unity 2021 LTS or later. Includes both runtime and editor tooling. No external services required.