├── .gitattributes
├── .gitignore
├── LICENSE
├── README.md
├── Unity Logger Extended
├── Assets
│ ├── UnityLoggerExtended.meta
│ └── UnityLoggerExtended
│ │ ├── Examples.meta
│ │ ├── Examples
│ │ ├── Examples.cs
│ │ ├── Examples.cs.meta
│ │ ├── Scenes.meta
│ │ └── Scenes
│ │ │ ├── ExampleScene.unity
│ │ │ └── ExampleScene.unity.meta
│ │ ├── Scripts.meta
│ │ └── Scripts
│ │ ├── Console.cs
│ │ └── Console.cs.meta
├── Packages
│ ├── manifest.json
│ └── packages-lock.json
├── ProjectSettings
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── PackageManagerSettings.asset
│ ├── Physics2DSettings.asset
│ ├── PresetManager.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── UnityConnectSettings.asset
│ ├── VFXManager.asset
│ ├── VersionControlSettings.asset
│ └── XRSettings.asset
└── UserSettings
│ └── EditorUserSettings.asset
├── output.PNG
├── preview.PNG
└── search.gif
/.gitattributes:
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1 | * linguist-vendored
2 | *.cs linguist-vendored=false
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/.gitignore:
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1 | # This .gitignore file should be placed at the root of your Unity project directory
2 | #
3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
4 | #
5 | [Ll]ibrary/
6 | [Tt]emp/
7 | [Oo]bj/
8 | [Bb]uild/
9 | [Bb]uilds/
10 | [Ll]ogs/
11 | [Mm]emoryCaptures/
12 |
13 | # Asset meta data should only be ignored when the corresponding asset is also ignored
14 | !/[Aa]ssets/**/*.meta
15 |
16 | # Uncomment this line if you wish to ignore the asset store tools plugin
17 | # /[Aa]ssets/AssetStoreTools*
18 |
19 | # Autogenerated Jetbrains Rider plugin
20 | [Aa]ssets/Plugins/Editor/JetBrains*
21 |
22 | # Visual Studio cache directory
23 | .vs/
24 |
25 | # Gradle cache directory
26 | .gradle/
27 |
28 | # Autogenerated VS/MD/Consulo solution and project files
29 | ExportedObj/
30 | .consulo/
31 | *.csproj
32 | *.unityproj
33 | *.sln
34 | *.suo
35 | *.tmp
36 | *.user
37 | *.userprefs
38 | *.pidb
39 | *.booproj
40 | *.svd
41 | *.pdb
42 | *.mdb
43 | *.opendb
44 | *.VC.db
45 |
46 | # Unity3D generated meta files
47 | *.pidb.meta
48 | *.pdb.meta
49 | *.mdb.meta
50 |
51 | # Unity3D generated file on crash reports
52 | sysinfo.txt
53 |
54 | # Builds
55 | *.apk
56 | *.unitypackage
57 |
58 | # Crashlytics generated file
59 | crashlytics-build.properties
60 |
61 | .vsconfig
62 | /artifacts
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2022 Joan Ginard Mateo
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
--------------------------------------------------------------------------------
/README.md:
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1 | # Unity Logger Extended
2 | A custom logger for Unity with custom categories and logs only available on Editor and Development Builds.
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
21 |
22 |
23 |
24 |
25 |
26 |
27 |
28 |
29 | ## 🖥️ How It Works
30 | For starters, import the package located in the [Releases](https://github.com/JoanStinson/UnityLoggerExtended/releases) section into your project.
31 |
32 | Now then, there's a Console class, which basically serves as a wrapper of Unity's Debug class for logs. Each log type (info, warning, error) has it's own custom color and you can decide to define a category for each one (which will appear in bold in front).
33 |
34 | Furthermore, this system lets you define custom categories on the fly, with no need to maintain any Enums or Scriptable Objects. Just pass in the category before the log message and whoala!
35 |
36 | ### Example Usage:
37 | ```csharp
38 | private void Awake()
39 | {
40 | Console.Log("Hello World!");
41 | Console.LogFormat("Hell{0} W{1}rld!", 0, 0);
42 | Console.Log("UI", "Hello World!");
43 | Console.LogFormat("UI", "Hell{0} W{1}rld!", 0, 0);
44 |
45 | Console.LogWarning("Hello World!");
46 | Console.LogWarningFormat("Hell{0} W{1}rld!", 0, 0);
47 | Console.LogWarning("Audio", "Hello World!");
48 | Console.LogWarningFormat("Audio", "Hell{0} W{1}rld!", 0, 0);
49 |
50 | Console.LogError("Hello World!");
51 | Console.LogErrorFormat("Hell{0} W{1}rld!", 0, 0);
52 | Console.LogError("Physics", "Hello World!");
53 | Console.LogErrorFormat("Physics", "Hell{0} W{1}rld!", 0, 0);
54 |
55 | Console.LogException(new NullReferenceException());
56 | Console.LogException("Analytics", new NullReferenceException());
57 | }
58 | ```
59 | The best approach for me, would be to have a static class with all your custom category const strings (to avoid harcoded strings!).
60 |
61 | ### Output:
62 |
63 |
64 |
65 |
66 | ### Fast Log Filtering:
67 |
68 |
69 |
70 |
71 | ## 📵 How To Disable Logs on Release Builds
72 | To disable Unity Logs on Release Builds and have them be available only on the Editor and Development Builds, you can do it this way:
73 | ```csharp
74 | private void Awake()
75 | {
76 | #if DEBUG
77 | Debug.unityLogger.logEnabled = true;
78 | #else
79 | Debug.unityLogger.logEnabled = false;
80 | #endif
81 | }
82 | ```
83 | By using Unity Logger Extended, this is automatically achieved via the Conditional Attributes located on top of each method:
84 | ```csharp
85 | public static class Console
86 | {
87 | [Conditional("DEBUG")]
88 | public static void Log(object message)
89 | {
90 | Debug.Log(message);
91 | }
92 | }
93 | ```
94 | Like this, none of your log calls will be executed without having to remove any code! I know, super useful right?
95 |
96 | Alternatively, you can undefine the DEBUG symbol manually, by doing so:
97 | ```csharp
98 | #undef DEBUG
99 | ```
100 |
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/Unity Logger Extended/Assets/UnityLoggerExtended/Examples/Examples.cs:
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1 | using UnityEngine;
2 | using System;
3 | using Console = UnityEngine.Console;
4 |
5 | public class Examples : MonoBehaviour
6 | {
7 | private void Awake()
8 | {
9 | Console.Log("Hello World!");
10 | Console.LogFormat("Hell{0} W{1}rld!", 0, 0);
11 | Console.Log("UI", "Hello World!");
12 | Console.LogFormat("UI", "Hell{0} W{1}rld!", 0, 0);
13 |
14 | Console.LogWarning("Hello World!");
15 | Console.LogWarningFormat("Hell{0} W{1}rld!", 0, 0);
16 | Console.LogWarning("Audio", "Hello World!");
17 | Console.LogWarningFormat("Audio", "Hell{0} W{1}rld!", 0, 0);
18 |
19 | Console.LogError("Hello World!");
20 | Console.LogErrorFormat("Hell{0} W{1}rld!", 0, 0);
21 | Console.LogError("Physics", "Hello World!");
22 | Console.LogErrorFormat("Physics", "Hell{0} W{1}rld!", 0, 0);
23 |
24 | Console.LogException(new NullReferenceException());
25 | Console.LogException("Analytics", new NullReferenceException());
26 | }
27 | }
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/Unity Logger Extended/Assets/UnityLoggerExtended/Scripts/Console.cs:
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1 | using System;
2 | using System.Diagnostics;
3 |
4 | namespace UnityEngine
5 | {
6 | public static class Console
7 | {
8 | private const string infoColor = nameof(Color.white);
9 | private const string warningColor = nameof(Color.yellow);
10 | private const string errorColor = nameof(Color.red);
11 |
12 | [Conditional("DEBUG")]
13 | public static void Log(object message)
14 | {
15 | Debug.Log(FormatMessage(infoColor, message));
16 | }
17 |
18 | [Conditional("DEBUG")]
19 | public static void Log(string category, object message)
20 | {
21 | Debug.Log(FormatMessageWithCategory(infoColor, category, message));
22 | }
23 |
24 | [Conditional("DEBUG")]
25 | public static void LogFormat(string format, params object[] args)
26 | {
27 | Debug.Log(FormatMessage(infoColor, string.Format(format, args)));
28 | }
29 |
30 | [Conditional("DEBUG")]
31 | public static void LogFormat(string category, string format, params object[] args)
32 | {
33 | Debug.Log(FormatMessageWithCategory(infoColor, category, string.Format(format, args)));
34 | }
35 |
36 | [Conditional("DEBUG")]
37 | public static void LogWarning(object message)
38 | {
39 | Debug.LogWarning(FormatMessage(warningColor, message));
40 | }
41 |
42 | [Conditional("DEBUG")]
43 | public static void LogWarning(string category, object message)
44 | {
45 | Debug.LogWarning(FormatMessageWithCategory(warningColor, category, message));
46 | }
47 |
48 | [Conditional("DEBUG")]
49 | public static void LogWarningFormat(string format, params object[] args)
50 | {
51 | Debug.LogWarningFormat(FormatMessage(warningColor, string.Format(format, args)));
52 | }
53 |
54 | [Conditional("DEBUG")]
55 | public static void LogWarningFormat(string category, string format, params object[] args)
56 | {
57 | Debug.LogWarningFormat(FormatMessageWithCategory(warningColor, category, string.Format(format, args)));
58 | }
59 |
60 | [Conditional("DEBUG")]
61 | public static void LogError(object message)
62 | {
63 | Debug.LogError(FormatMessage(errorColor, message));
64 | }
65 |
66 | [Conditional("DEBUG")]
67 | public static void LogError(string category, object message)
68 | {
69 | Debug.LogError(FormatMessageWithCategory(errorColor, category, message));
70 | }
71 |
72 | [Conditional("DEBUG")]
73 | public static void LogErrorFormat(string format, params object[] args)
74 | {
75 | Debug.LogErrorFormat(FormatMessage(errorColor, string.Format(format, args)));
76 | }
77 |
78 | [Conditional("DEBUG")]
79 | public static void LogErrorFormat(string category, string format, params object[] args)
80 | {
81 | Debug.LogErrorFormat(FormatMessageWithCategory(errorColor, category, string.Format(format, args)));
82 | }
83 |
84 | [Conditional("DEBUG")]
85 | public static void LogException(Exception exception)
86 | {
87 | Debug.LogError(FormatMessage(errorColor, exception.Message));
88 | }
89 |
90 | [Conditional("DEBUG")]
91 | public static void LogException(string category, Exception exception)
92 | {
93 | Debug.LogError(FormatMessageWithCategory(errorColor, category, exception.Message));
94 | }
95 |
96 | private static string FormatMessage(string color, object message)
97 | {
98 | return $"{message}";
99 | }
100 |
101 | private static string FormatMessageWithCategory(string color, string category, object message)
102 | {
103 | return $"[{category}] {message}";
104 | }
105 | }
106 | }
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31 | "com.unity.modules.unitywebrequesttexture": "1.0.0",
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33 | "com.unity.modules.vehicles": "1.0.0",
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36 | "com.unity.modules.wind": "1.0.0",
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29 | },
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