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Question by Stephane-Imbert · Mar 05, 2015 at 11:21 PM · iosxcodedebugconsolelog

Less verbose Debug.Log ( Xcode )

Is there a way to make the Debug.Log less verbose in the output window when running a Unity project in Xcode? I am using Unity 5 with il2cpp and for every Debug.Log statement in my code I get 8 lines on top of what I am printing (including blank lines).

T$$anonymous$$s makes it very difficult to sift through the console output when troubleshooting.

For example: "x,y is 150,75 Replacements.MSCompatUnicodeTable:get_IsReady() UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) ScreenWorldMap:Start() Replacements.MSCompatUnicodeTable:get_IsReady()

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)"

Is there any way to have Unity only print the message and not any of the extraneous information? In particular, the UnityEngineDebug and Replacements lines are not terribly useful as I already know the message is coming from Debug.Log.

Ideally, I'd get down to t$$anonymous$$s: "x,y is 150,75" Or "x,y is 150,75 ScreenWorldMap:Start() "

Thanks.

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avatar image Bonfire-Boy · Mar 06, 2015 at 12:45 AM 1
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Not really an answer but... I like to make my logs more readable by using StringBuilders for logging a lot of processes, so I can just just do a single debug.log at the end of the process. Sometimes I create them at the start of the process and pass them through as a parameter to the various functions involved, and sometimes having them as re-usable fields within a class that are cleared each time they're logged, ready for next time. It not only makes things more readable but also helps you to group related logging and logging of sub-processes. It massively reduces how much the logging slows things down (more so than what you're asking for would). Oh, and another advantage is that it enables you to append to a line rather than have a new line every time you log something.

avatar image dustinfreeman · Feb 08, 2018 at 04:03 PM 0
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Did you ever find an answer to this?

avatar image hexagonius · Feb 08, 2018 at 05:08 PM 0
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I'd recommend debugging your game in x86 for porper output and available stack tracing. Build 64 bits every now and then and as your final version.

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