Enable debug logs on unity game builded code example
Example 1: unity build see logs
using UnityEngine; public class ConsoleToGUI : MonoBehaviour { string myLog = "*begin log"; string filename = ""; bool doShow = true; int kChars = 700; void OnEnable() { Application.logMessageReceived += Log; } void OnDisable() { Application.logMessageReceived -= Log; } void Update() { if (Input.GetKeyDown(KeyCode.Space)) { doShow = !doShow; } } public void Log(string logString, string stackTrace, LogType type) { // for onscreen... myLog = myLog + "\n" + logString; if (myLog.Length > kChars) { myLog = myLog.Substring(myLog.Length - kChars); } // for the file ... if (filename == "") { string d = System.Environment.GetFolderPath( System.Environment.SpecialFolder.Desktop) + "/YOUR_LOGS"; System.IO.Directory.CreateDirectory(d); string r = Random.Range(1000, 9999).ToString(); filename = d + "/log-" + r + ".txt"; } try { System.IO.File.AppendAllText(filename, logString + "\n"); } catch { } } void OnGUI() { if (!doShow) { return; } GUI.matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(Screen.width / 1200.0f, Screen.height / 800.0f, 1.0f)); GUI.TextArea(new Rect(10, 10, 540, 370), myLog); } }
Example 2: unity build see logs
using UnityEngine; namespace DebugStuff { public class ConsoleToGUI : MonoBehaviour { //#if !UNITY_EDITOR static string myLog = ""; private string output; private string stack; void OnEnable() { Application.logMessageReceived += Log; } void OnDisable() { Application.logMessageReceived -= Log; } public void Log(string logString, string stackTrace, LogType type) { output = logString; stack = stackTrace; myLog = output + "\n" + myLog; if (myLog.Length > 5000) { myLog = myLog.Substring(0, 4000); } } void OnGUI() { //if (!Application.isEditor) //Do not display in editor ( or you can use the UNITY_EDITOR macro to also disable the rest) { myLog = GUI.TextArea(new Rect(10, 10, Screen.width - 10, Screen.height - 10), myLog); } } //#endif } }