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Question by Chris_Shields · May 01, 2014 at 09:48 AM · updatedebuglog

Debug.log in Update without crashing

Hey, I am trying to monitor a variable in Update(). I am using the leap motion so I am listening for different inputs on each frame. I want to know what a variable contains at any given point. How do I debug.log this without having over 999+ log statements in Unity? It doesn't take long before it almost crashes my app. Is there a way to have the debug log every 30 frames or something like that?

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avatar image perchik · May 01, 2014 at 05:07 PM 0
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the answer provided is correct but the number of log statements should have not effect on how the app runs. (logging slows it down a little bit each frame, but it should be constant, not build up as the number of prints gets larger)...perhaps something else is going on?

avatar image robertbu · May 01, 2014 at 05:13 PM 0
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 if ((Time.frameCount % 30) == 0) {
     Debug.Log("Something");
 }

But I agree with @perchik, you should not see an increasing slowdown.

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Answer by A.Killingbeck · May 01, 2014 at 05:06 PM

 currentFrame++;
 if(currentFrame >= 30)
 {
  Debug.Log("INFO");
  currentFrame = 0;
 }
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