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Question by Ross_S · Jul 04, 2012 at 03:25 PM · crashdebuglogdebug.log

Debug.Log is causing an Assert

Hi wondering if anybody can offer a clue about this... I'm using Debug.Log here and there in the code - and it's causing an Assert - Unity comes up with 'Assert in file ....' at the line of the Debug.Log ... removing the Debug.Logs and the game runs fine... the Debug.Logs can be very simple and still cause the assert - e.g.

UnityEngine.Debug.Log("triple Stuff this");

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avatar image Ross_S · Jul 09, 2012 at 08:07 PM 0
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Yes, there are plenty of places where it is called without the UnityEngine. - same story...

avatar image whydoidoit · Jul 09, 2012 at 08:15 PM 0
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What does the assert say?

avatar image Ross_S · Jul 10, 2012 at 09:51 AM 0
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Well Unity just says "Assert in file ... at line x" where x is the line with the Debug.Log call on it...

avatar image benb · Aug 09, 2012 at 04:10 PM 0
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I am getting this too. I have a simple app with nothing in the scene except a camera and a plane. In my script I have nothing but

Debug.Log("ok");

and I get an assert exactly as the OP described.

avatar image Bunny83 · Aug 09, 2012 at 04:14 PM 0
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Where do you call the Debug.Log?

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Answer by _EdzUp_ · Jul 04, 2012 at 08:16 PM

Have you tried it without UnityEngine. on the from the docs http://docs.unity3d.com/Documentation/ScriptReference/Debug.Log.html give the command reference without calling UnityEngine. just the Debug.Log( "triple Stuff this");

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avatar image Kryptos · Jul 04, 2012 at 10:59 PM 1
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That won't change anything. The use of UnityEngine is just redundant because it is already there with using UnityEngine.

However, this is mandatory if you have another class called Debug in another assembly.

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Answer by _EdzUp_ · Jul 10, 2012 at 10:01 AM

hmm, could it be some of your files have become corrupted? I have never heard of this problem before. If you could cobble together a simple example of where it goes wrong it would be a great help to diagnose and work out a fix for the problems.

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avatar image Ross_S · Jul 10, 2012 at 10:51 AM 0
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Hmm that might be tricky... it's a pretty huge iPhone project that i'm converting over to unity.. it is up and compiling and running a bit... I'll see if i get the same problem on a small project on my machine (guess not...)

As a workaround, do you know of any other way i can get log messages out?

avatar image _EdzUp_ · Jul 10, 2012 at 10:57 AM 0
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Hmm the way I would do it is write the logs to a file then when the app dies or crashes you can then look at the file to see where it got to when running last.

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