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Question by MountDoomTeam · Feb 06, 2013 at 07:35 PM · displayfunctionsinformationmonitor

a way to monitor data and functions being called?

Sometimes when you try some different code written by someone else it is very unclear and it is nice to see the names of what functions are being called when you click on different things.

Is there a way to display that in the error screen?

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Answer by Paulo-Henrique025 · Feb 06, 2013 at 07:39 PM

You can Debug using MonoDevelop or just put Debug.Log("Something Called here") inside the functions.

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avatar image MountDoomTeam · Feb 06, 2013 at 09:27 PM 0
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Thanks, I could do that already as you say!, I just had a complicated demo and I wanted to see what functions were being called when I click on interactive things because the code is huge so finding them is difficult. I mean I didn't know what functions were being called so I wanted to see in unity, perhaps I would have to find every function and print the name of the function inside it encode.

avatar image Paulo-Henrique025 · Feb 06, 2013 at 09:32 PM 1
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I'm sure you can analise the call stack using mono, that would make you life easier :)

avatar image MountDoomTeam · Feb 07, 2013 at 05:47 PM 0
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oh call stack, that's a new one for me! thanks! i found this about them. shame i like N++ so much! http://docs.unity3d.com/Documentation/$$anonymous$$anual/Debugger.html

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Answer by Jeremy Hindle · Feb 07, 2013 at 06:10 PM

If you are a Unity3D Pro License holder you can also use the Profiler window(especially if you are making a resource usage comparison between your own code and someone else's) and make sure you have the "Deep Profile" option selected.

It will list all the resources used when you do something in your game alongside the function being called.

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avatar image Paulo-Henrique025 · Feb 07, 2013 at 06:41 PM 0
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But if the function is just a callback, called only 1x, it will appear in the profiler?

avatar image Jeremy Hindle · Feb 07, 2013 at 07:09 PM 0
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Pretty sure it does if you turn on "Deep Profile".

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