unity debug log object

This is my first unity project so I am fairly unfamiliar with everything the platform has. I am creating a test project in Unity I have an input field and a button.


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2 The GameObject the script is attached to is.

. A variant of DebugLog that logs a warning message to the console. Besides that you dont need to turn the value into a string to log it. The command-line argument -profiler-log-file now not only sets profiler target file but also activates profiler.

See the manual page about rich text for details of the different. A variant of DebugLog that logs an error message to the console. This is very useful.

The second one is a context. Use Unity to build high-quality 3D and 2D games deploy them across mobile desktop VRAR consoles or the Web and connect with loyal and enthusiastic players and customers. These are the possible reasons why print is not showing in the console.

Else thisremoteSelection Handbytemove. As a context you should pass the object that current message applies to. Unity is the ultimate game development platform.

If your problem would benefit from in-scene or in-game visualization DebugDrawRay or DebugDrawLine can help you visualize things like rays used in raycasting or distances. Chairliketeeth JJCoding dfeddon and 12 others like this. Lets take a look at this example.

DebugLog function can have one or two parameters. In our case this would be the target hit of the bullet. Just pass in the object you want to see the data from.

Var output JsonUtilityToJson obj true. Setting thisgameObject as Target custom event CustomEvent customEvent new CustomEventOBJECT_CLICKED object. You can also use Rich Text markup.

I am trying to log a message to the console when I have a my player game object run into a finish line. A UIText component and instead of using OnGUI assign the text to it. For example you could print a message containing a GameObjectname and information about the objects current state.

You can also call GameObjectCreatePrimitive to emplace debug-marker-ish objects in the scene at runtime. You can format messages with string concatenation. And instead of OnGUI would directly do.

All the examples show the variables and functions but dont show HOW they are getting the input to the variable. It can be a string or an object that will be converted to a string. Below is the code I have currently.

When you select the message in the console a connection to the context object will be drawn. It will most likely have something to do with how the ToString function works. Public void OnPlayerFinishedPhotonPlayer photonPlayer int turn object move DebugLogOnTurnFinished.

Void OnMouseDown ReSharper restore UnusedMemberLocal DebugLogEventDispatcherScript. I would like to take the text from the input and simply DebugLog to the Unity Console onclick of a button. 1 Script is not attached to a GameObject.

Use DebugLog to print informational messages that help you debug your application. But you can basically use the same script also for eg. Turn action.

Or something like DebugLogCurrent Ammo. Both objects have Box Colliders on them and I have attached a C script to the player object. By voting up you can indicate which examples are most useful and appropriate.

Added UnityEngineObject lifecycle tracing to the Unity Profiler. I already have UI set up including linking the. Message with a link to an object.

The script would basically look the same but have a. Texttext builder. Removed Component Tools Overlay these tools are now available in the regular Tools Overlay.

It will show all serializable fields like the inspector karl_jones Jul 13 2018. When the message is a string rich text markup can be used to add emphasis. If print does not work DebugLog will not work either so thats not the problem.

The first one is a message. You could just do. Here are the examples of the csharp api class UnityEngineDebugLogWarningobject UnityEngineObject taken from open source projects.

OnGUI is kind of legacy and you should really only use this for debugging. When you select the message in the console a connection to the context object will be drawn. Message using rich text.

This is very useful if you want know on which object a warning occurs. PhotonPlayer turn. If photonPlayerisLocal thislocalSelection Handbytemove.


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