Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
2
Question by ragnaros100 · Jun 22, 2012 at 01:51 PM · multiplayerfpsdebugshooterrecoil

How to Debug in a standalone build?

I'm testing out some recoil effect for a shooter game. And it works perfectly in the editor. But when I create a build, the build doesnt do the effect. So I was wondering... Is there any way to make a build with a debugging console? Or something similar?

-thanks :)

EDIT: thanks for all the answers, but most of these are only alternate ways to display the Debug.Log(""); function. I need to see if there will be any compiler errors or nullrefferenceexceptions. Thanks for the answers though :)

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image cregox · Jun 28, 2012 at 05:01 PM 1
Share

actioscripter's answer (and now $$anonymous$$e too) do refer to the only alternative you can use to debug unhanded crashes: log files.

avatar image freshingrain · Nov 06, 2015 at 08:41 AM 0
Share

Check this plugin: https://www.assetstore.unity3d.com/en/#!/content/44935

4 Replies

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by dreammakersgroupAdmin · Nov 22, 2013 at 03:32 PM

check this tool http://u3d.as/content/dreammakersgroup/in-game-logs/5E8

Comment
Add comment · Show 3 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image cregox · Nov 22, 2013 at 04:15 PM 0
Share

This seems to be much better than DebugConsole! I wonder how it was done.

avatar image dreammakersgroupAdmin · Nov 22, 2013 at 04:42 PM 0
Share

this tool view the logs which appears on editor console no need to make extra log + it show exceptions and unexpected error without loging it exactly same what editor console does

avatar image ragnaros100 · Nov 22, 2013 at 04:47 PM 1
Share

Thanks man. I know this question is old, but this works awesomely! Accepting this as an answer :)

avatar image
2

Answer by ActionScripter · Jun 22, 2012 at 02:36 PM

There isn't an easy way to get a console for a build, but you can check the log file after you run it. The file will be in the data folder that comes with the build. It should list any errors encountered during runtime.

Comment
Add comment · Show 3 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image cregox · Jun 22, 2012 at 02:49 PM 0
Share

provided you have access to the system files, that is indeed an option.

avatar image ActionScripter · Jun 22, 2012 at 04:32 PM 0
Share

I can't think of a case where it's not possible to access the log file... it's one level below the executable, in the data folder's top level.

avatar image cregox · Jun 28, 2012 at 05:00 PM 0
Share

if your app is sandboxed for any reason and out of your reach. when you deliver a product to iPad, for instance.

avatar image
1

Answer by cregox · Jun 22, 2012 at 02:15 PM

Something similar. http://unifycommunity.com/wiki/index.php?title=DebugConsole

In other words, you sure can write your own DebugConsole which show up things at your own way. The only downside is you won't be able to double click the line at Unity's Console and get linked back to it in the source code.


Following the question edit, you want then to see the Log Files. It will depend on your platform, please refer to the docs. They're currently at: http://docs.unity3d.com/Documentation/Manual/LogFiles.html

But you still can use try & catch or simple error prevention and something like the DebugConsole. Maybe sending e-mails or a SOAP to your server reporting errors. It's much more recommended.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image eskivor · Dec 05, 2017 at 11:20 AM 0
Share

the first link is dead

avatar image
0
Wiki

Answer by chi · Jun 22, 2012 at 03:18 PM

There´s an easy way too... Just download DbgView (http://technet.microsoft.com/en-us/sysinternals/bb896647.aspx) and use OutputDebugString() to write to it.

C# Example:

 using UnityEngine; 
 using System.Collections;
 using System.Runtime.InteropServices;

 public class Debug : MonoBehaviour 
 {
     [DllImport("kernel32.dll", CharSet = CharSet.Auto)]
     public static extern void OutputDebugString(string message);

     void Start() 
     {
         OutputDebugString("started...");
     }
 }
Comment
Add comment · Show 3 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image cregox · Jun 22, 2012 at 04:25 PM 1
Share

I'd stick with the simpler (and smaller) DebugConsole. :P

avatar image ragnaros100 · Jun 27, 2012 at 03:20 PM 0
Share

With this. Can you see compiler errors?

avatar image HamsterCrack · Feb 10, 2014 at 06:46 PM 0
Share

DbgView works, and shows all the Unity messages (internal and Debug.Log). However, it's pretty spammy since Unity includes stack information on every message. 1) is it possible yet to disable stack information on some or all Debug.Log calls? 2) how can I see these messages in the Visual Studio Output Window ins$$anonymous$$d of having to run DbgView?

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

12 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to make a camera recoil system 0 Answers

Making my fps a multiplayer 0 Answers

Multiplayer updates are really slow 0 Answers

Access a variable across all other players (online multiplayer). 1 Answer

Can you make a FPS multiplayer on a Android or iOS device? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges