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         }     }