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Question by paulsz · Jul 16, 2020 at 10:29 AM · eventslogging

Is there a way to hook to Application.logMessageReceived without having to put a monobehaviour in scene ?

I have an error logger which works fine by hooking to Application.logMessageReceived in Awake() in a script called ErrorLogger.cs that I must place in every scene.

code bellow:

 using System;
 using System.IO;
 
 using UnityEngine;
 
 public class ErrorLogger : MonoBehaviour
 {
     const string ERRORS_FILE = "error_logs.txt";
 
     static bool deleteFile = true;
 
     string filePath;
 
     private void Awake()
     {
         CreateDirectoryPathIfNonExistent(Paths.LOCAL_DATA);
 
         filePath = Paths.LOCAL_DATA.CreatePathFile(ERRORS_FILE);
         if (deleteFile)
         {
             if (File.Exists(filePath))
             {
                 File.Delete(filePath);
             }
             deleteFile = false;
         }
 
         Application.logMessageReceived += OnUnityLog;
     }
 
     void CreateDirectoryPathIfNonExistent(params string[] path)
     {
         var curPath = path[0];
 
         for (int i = 0; i < path.Length; i++)
         {
             if (!Directory.Exists(curPath))
             {
                 Directory.CreateDirectory(curPath);
             }
             if (i + 1 < path.Length)
             {
                 curPath = curPath.CreatePathFolder(path[i + 1]);
             }
         }
     }
 
     void Log(string aMessage)
     {
         UIConsole.Log(aMessage);
         try
         {
             var time = DateTime.Now.ToString("yyyy-MM-dd HH-mm-ss tt");
 
             File.AppendAllText(filePath, $"{time}\n{aMessage}\n");
         }
         catch (Exception e)
         {
             UIConsole.Log($"Cannot write error in local data {e.Message}");
         }
     }
 
     private void OnDisable()
     {
         Application.logMessageReceived -= OnUnityLog;
     }
 
     private void OnUnityLog(string logString, string stackTrace, LogType type)
     {
         if (type == LogType.Error)
         {
             Log("ERROR: " + logString + ":" + stackTrace);
         }
         else if (type == LogType.Exception)
         {
             Log("EXCEPTION: " + logString + ":" + stackTrace);
         }
     }
 }

The only drawback for this is that I have to place an object with this script attached in every scene in order to catch all exceptions and log them where I want.

I know I can place an object in just one startup scene and call DontDestroyOnLoad so I only have to put this ErrorLogger in just one scene but that also involves more complications and I was wondering if you can somehow hook to unity events outside the Monobehaviour framework, for example, calling a method when application starts or something.

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