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Question by kiwiboys · Dec 20, 2017 at 09:02 AM · c#debugconsole

Moving all Debug information to a Custom Console

Hey Everyone

I'm having some trouble trying to find out how to send debug information to a custom console. I Whipped up a quick Script that uses unity 5s UI and a textbox. I've got this so far

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 using System;
 using UnityEngine.SceneManagement;
 
 public class Dev_Console : MonoBehaviour {
     //This Script is a Simple Dev Console Script it will allow Commands to be entered and important dev information to be seen in game and build versions
     //This script is being designed with Reusability in mind 
 
 
     public Text ConsoleTextFeild;
     public GameObject TextInput;
     public GameObject Console_Overlay;
     public bool Console_open = false;
     public Animator Anim;
     public GameObject SelectedDevObject;
     public string Cur_Input;
     string CommandText;
     public List<string> data;
 
 
 
     void Start () {
         Anim = Console_Overlay.GetComponent<Animator>();
         Anim.Play("Offscreen"); //Open console
         data = new List<string>();
 
         //Add Build Information here
         Message("Build 2.0.0");
         Message("Build Title| AI OverHaul");
         Message("Type help to bring up options");
         
 
     }
     
     // Update is called once per frame
     void Update () {
         if (Input.GetKeyDown(KeyCode.BackQuote)) //quick quit game
         {
             OpenOrClose_Console(); //open or Close the Console
 
         }
     
       
     }
 
 
 
     public void checkInput () //Input Commands here
     {
         Cur_Input = TextInput.GetComponent<InputField>().text;
         Message(Cur_Input); //Send input to console
         Message(""); // an Empty Space-er
 
         CommandText = Cur_Input.ToLower(); //convert all the characters to lower case
         switch (CommandText)
         {
             case "help":
                 Message("A list of Commands are presented here");
                 Line();
                 BR();
                 Message("clear -- Clears the console");
                 Message("exit -- Exits the game");
                 Message("reset -- Reset current level");
                 Message("help -- prints a helpfull list of options");
                 Message("show_stats -- prints a helpfull information about the currently selected object");
                 Message("display_BuildInfo -- Prints a helpfull list of Information about the current build what was added or changed");
                 break;
 
             case "exit":
                 Message("Quiting Application");
                 Application.Quit();
                 break;
 
 
             case "reset":
                 Message("Scene was Reset");
                 int scene = SceneManager.GetActiveScene().buildIndex;
                 SceneManager.LoadScene(scene, LoadSceneMode.Single);
                 break;
 
             case "show_stats":
                 if(SelectedDevObject != null) //Cheack if a object is avalable
                 {
                     Message("Displaying stats for " + SelectedDevObject);
                     Line();
                     BR();
                     PopulateStats();
 
                 }
                 else
                 {
                     Message("Error no Object Selected, (Please Select an object by clicking on it)");
                     BR();
                 }
                 break;
 
             case "clear": //clear the console
                 ConsoleTextFeild.text = "";
                 Message("Build 2.0.0");
                 Message("Build Title| AI OverHaul");
                 Message("Type help to bring up options");
                 break;
 
 //*****************************************BUILD INFO******************************************************************************
             case "display_buildinfo":
               // I removed the build info to save time on reading theres no errors here
                 break;
 
 //*****************************************BUILD INFO******************************************************************************
 
 
             //Defualt if there is no command relateing to the allowed list
             default:
                 Message("Error!!");
                 Message("Unrecognized command Type help for command list");
                 Debug.Log("Unrecognized command Type help for command list");
                 BR();
                 break;
 
         }
 
         TextInput.GetComponent<InputField>().text = ""; //Clear Input Field
     }
 
     public void Message (string message) // a custom debug call
     {
 
         ConsoleTextFeild.text += "\n" +"> "+ message; //add a new line with the messege
     }
 
     void BR ()// Break
     {
         Message("");
     }
 
     void Line() //Add a Line to the Text
     {
         Message("___________________________________");
     }
     public void PopulateStats ()
     {
         for (int i = 0; i < data.Count; i++)
         {
             Message(data[i]);
         }
         Message(""); // an Empty Space-er
     }
 
     void OpenOrClose_Console ()
     {
         if(Console_open == false)
         {// Open console
             Anim.Play("Dev_Console_Open"); //Open console
             Console_open = true;
         }
         else
         {//close Console
             Anim.Play("Dev_Console_Close"); //close console
             Console_open = false;
         }
     }
 }
 

As you can see I have some commands and a way to send log messeges to the console "Messege("my messege");" what Im trying to do is send Unity Errors and warnings here aswell and im just stumped as to how to do this I took a look around online and found a few things, but it just ended up crashing the Unity editor It was something to do with the Logger https://docs.unity3d.com/ScriptReference/Logger.html.

Any help or any direction I could get on this whould be much appreciated.

Thanks.

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Best Answer

Answer by JVLVince · Dec 20, 2017 at 09:31 AM

Checkout LogCallback and logMessageReceived. Maybe it's what you are trying to implement

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