๐ค AI Coding Assistants
NjConsole ships a condensed reference written for coding agents โ the API surface, the gotchas and the stripping rules in ~20KB, so your assistant answers from that instead of guessing at 30k lines of source. It is plain markdown with no tool-specific format, so any assistant can read it.
Step 1 โ find the reference
It is inside the package you already imported, at:
Assets/Ninjadini.Console/Documentation/AI/njconsole.md
If you moved the folder, glob for **/Documentation/AI/njconsole.md.
Not there? Your NjConsole predates the file โ it only started shipping in the package recently. Two options, in order of preference:
- Download it into your own project and point your tool at wherever you saved it. This is the better
option: it works offline, costs the agent nothing to read, and stays put.
https://ninjadini.github.io/njconsole/njconsole-ai.mdThat URL serves the raw markdown. So does the copy on GitHub.
- Point your tool at the URL and let the agent fetch it. Simpler to set up, but it needs network access every time, and some tools will not fetch a URL unless you ask them to.
The copy on this site tracks the latest release, so on an older package a few APIs may not exist yet โ check the changelog if something is missing.
Step 2 โ point your tool at it
Substitute whichever path or URL you settled on for <njconsole> in the snippets below. Nothing picks the
reference up automatically โ agents only scan your projectโs own config, never a packageโs โ so you do
this once, and it stays pointed.
Claude Code, Codex, Copilot, Aider
Add a line to your CLAUDE.md, AGENTS.md or equivalent:
For NjConsole (`NjLogger` logging, `[ConsoleOption]` cheats/debug menu, the command line, console
modules and panels, `NJCONSOLE_DISABLE` stripping), read `<njconsole>` before writing code.
Claude Code, as a skill
Loads the reference only when it is relevant, instead of on every prompt. Save as
.claude/skills/njconsole/SKILL.md in your project:
---
name: njconsole
description: Use when working with NjConsole in a Unity project - logging via NjLogger, LogChannel and ColoredLogChannel, adding cheats and debug options with [ConsoleOption] or option catalogs, command line commands, custom console panels and modules (IConsolePanelModule, IConsoleCommandlineModule, IConsoleExtension), the object inspector, or stripping the console with NJCONSOLE_DISABLE.
---
# NjConsole
The NjConsole reference for agents is tool-neutral markdown shipped inside the package. This skill only
points at it.
**Read `<njconsole>` now**, before writing or changing code that uses NjConsole. Do not read the library
source to answer NjConsole questions until that file has failed you.
Cursor
Save as .cursor/rules/njconsole.mdc in your project:
---
description: NjConsole - Unity debug console. NjLogger logging, [ConsoleOption] cheats menu, command line, custom panels and modules, NJCONSOLE_DISABLE stripping
globs: ["**/*.cs"]
alwaysApply: false
---
NjConsole is an in-game and in-editor debug console for Unity, namespaces `Ninjadini.Console` and
`Ninjadini.Logger`. It starts itself โ there is no prefab, GameObject or init call to add.
The full condensed reference ships inside the package as tool-neutral markdown. Read `<njconsole>`
before writing NjConsole code. Points that are easy to get wrong without it: `NjLogger` takes up to six
values per call and only allocates if you interpolate or call `AsString()`; option catalog methods take
the **setter before the getter**; and under `NJCONSOLE_DISABLE` some types keep a stub while others
vanish, so the `#if` has to wrap the whole declaration.
Why the reference ships in the package
These docs are a separate repo you do not have a copy of, and an agent that has to fetch a URL for every question is slow, offline-fragile and expensive. So the reference lives next to the code you imported: it is always there, and always the version you are actually running. The copy on this site is a mirror, kept for older packages that predate it and for anyone who wants to read it before buying.