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Question by wildex999 · May 24, 2014 at 01:52 PM · scene changeload level

Log Callback after Scene change

I'm in early development of my game, and I'm preparing to send it out for some friends to test it. I know there will be problems, crashes etc. and have set it up so that every Log, Warning and Exception should be sent to a server, where I write it to a log file that I can check out when they report a problem.

 void Start()
 {
     DontDestroyOnLoad(gameObject);
     Application.RegisterLogCallbackThreaded(LogHandler);
 }

The problem is that for some reason after a scene change it suddenly stops calling my LogHandler.

I have tried to register it again after a scene change during OnLevelWasLoaded, but it still doesn't work.

Is there a way to make it survive a scene/level change?

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Answer by wildex999 · May 28, 2014 at 10:01 PM

I never really found a solution to this, but I found a workaround.

I initially believed that OnLevelWasLoaded was called after the level change was complete. But apparently not completely. It seems that after OnLevelWasLoaded is called, but BEFORE the next Update is called, the Log callback is removed. So what I ended up doing was something like this:

 void OnLevelWasLoaded(int level)
 {
     registerLogHandler = true;
 }
 
 void Update()
 {
     if(registerLogHandler)
     {
         Application.RegisterLogCallbackThreaded(LogHandler);
         registerLogHandler = false;
     }
 }

It works, but I don't like it =/

Hope it helps anyone else who encounters the same problem.

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