iOS Build Environment Help Center

Unity logs in the remote log console

append delete Luis

Hi there,
The remote console has logs regarding the build installation and setup, e.g memory setup, memory consumption etc. However, the logs from the unity code are not there.
I tried with a debug build settings the debug options to "full" so that everything gets logged.
Is it possible to have the unity logs in the remote console? I missed that in the documentation of its the case.

Thanks a lot.

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append delete #1. Pierre-Marie Baty

Hello Luis

Everything that your app writes to the standard output or standard error streams (the default output streams with inode numbers 1 and 2 respectively) is caught by the remote debug console. This includes app logs, which are normally printed this way by default... unless the app itself decides otherwise. If you don't see your application logs in the remote debug console, then most probably something in your app redirects the standard error stream to somewhere else (e.g. a log file ? Or a remote log server ?) - if there's no such thing in your own code, be aware that some third-party plugins may do that.

I hope this tip will help you locate the cause of your problem.

append delete #2. Luis

Oh this was my bad. Execution was not reaching to the point in the program where my logs where. However I noticed I can only log strings. Not Debug.Log( "whatever" + myBoolean.toString()). Any tip to log program's variables state to the console?

Thanks very much for you fast answer by the way.
Also I want to thank you for this asset. Even the config and set up is quite cumbersome its very well documented and its not the asset's fault. I think what it achieves is super massive. Congrats.

append delete #3. Pierre-Marie Baty

Yes you can, but the syntax you show here is neither valid C, C++ nor Objective-C/C++.

In C, C++ or Objective-C code, to concatenate strings you need to use either the C++ std::string class, NSStrings (prefixed with @) with a NSLog() call, or a call to the stdio fprintf (stderr, "%s = %s", "varname", stringval) or similar language-compliant constructs.

If you want to log strings from the scripted part of your code, there are certainly APIs for that ; check Unity's documentation.

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