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Question by darkhog · Oct 11, 2013 at 06:45 AM · cheat

How to implement cheat codes

I don't want to go "console route" for inputting cheat codes. I'd like something like e.g. in first Doom where there is no visible or audible feedback until cheat is correctly entered. How would I go about that?

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Answer by $$anonymous$$ · Nov 08, 2018 at 11:51 PM

I know that the original post states that they don't want to use a console, but as this post appears on the first page of Google when you search for "Unity Cheat Console" I thought I would post this answer to help those that may be looking for a console based solution instead:

I would recommend our new Developer Console asset for this: https://assetstore.unity.com/packages/tools/gui/developer-console-132608

It allows you to turn any public, non-public, static or non-static method into a console command which you can invoke at runtime by simply typing it's name. This also works with parameters and allows you to specify a gameobject as the target.

With some slight modifications I'm sure you could make the console invisible to behave the way you want in the original post, this asset would simply handle all of the complicated backend stuff for you.

It also allows you to view all debug messages in builds, including stacktraces and timestamps, and allows you to collapse duplicates much like Unity's console. It also allows you to specify a custom file to save all debug messages to in an easy to read format.

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Answer by PRABHBIR123 · Mar 01, 2019 at 03:16 PM

Check this out here https://youtu.be/_yWOCvNrRPA

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Answer by MarioDude3 · Jun 13, 2020 at 03:08 AM

         if (correctness >= 6)
         {
             if (correctness < 7)
             {
                 if (Input.GetKeyDown("right"))
                 {
                     correctness = correctness + 1;
                     Debug.Log(correctness);
                 }
             }
         }
         if (correctness >= 7)
         {
             if (correctness < 8)
             {
                 if (Input.GetKeyDown("left"))
                 {
                     correctness = correctness + 1;
                     Debug.Log(correctness);
                 }
             }
         }
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