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@DanPuzey
Last active October 24, 2018 10:28
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Unity logging wrapper, for better performance and usage.
using UnityEngine;
namespace Assets.Phunk.Core
{
public static class Log
{
#region Error
public static void ErrorFormat(UnityEngine.Object context, string template, params object[] args)
{
var message = string.Format(template, args);
Error(context, message);
}
public static void ErrorFormat(string template, params object[] args)
{
var message = string.Format(template, args);
Error(message);
}
public static void Error(object message)
{
Debug.LogError(message);
}
public static void Error(UnityEngine.Object context, object message)
{
Debug.LogError(message, context);
}
#endregion
#region Warning
public static void WarningFormat(UnityEngine.Object context, string template, params object[] args)
{
var message = string.Format(template, args);
Warning(context, message);
}
public static void WarningFormat(string template, params object[] args)
{
var message = string.Format(template, args);
Warning(message);
}
public static void Warning(object message)
{
Debug.LogWarning(message);
}
public static void Warning(UnityEngine.Object context, object message)
{
Debug.LogWarning(message, context);
}
#endregion
#region Message
public static void MessageFormat(UnityEngine.Object context, string template, params object[] args)
{
var message = string.Format(template, args);
Message(context, message);
}
public static void MessageFormat(string template, params object[] args)
{
var message = string.Format(template, args);
Message(message);
}
public static void Message(object message)
{
Debug.Log(message);
}
public static void Message(UnityEngine.Object context, object message)
{
Debug.Log(message, context);
}
#endregion
#region Verbose
[System.Diagnostics.Conditional("DEBUG"), System.Diagnostics.Conditional("UNITY_EDITOR")]
public static void VerboseFormat(UnityEngine.Object context, string template, params object[] args)
{
var message = string.Format(template, args);
Verbose(context, message);
}
[System.Diagnostics.Conditional("DEBUG"), System.Diagnostics.Conditional("UNITY_EDITOR")]
public static void VerboseFormat(string template, params object[] args)
{
var message = string.Format(template, args);
Verbose(message);
}
[System.Diagnostics.Conditional("DEBUG"), System.Diagnostics.Conditional("UNITY_EDITOR")]
public static void Verbose(object message)
{
Debug.Log(string.Concat("<color=grey>[VERBOSE]</color> ", message));
}
[System.Diagnostics.Conditional("DEBUG"), System.Diagnostics.Conditional("UNITY_EDITOR")]
public static void Verbose(UnityEngine.Object context, object message)
{
Debug.Log(string.Concat("<color=grey>[VERBOSE]</color> ", message), context);
}
#endregion
}
}
using UnityEngine;
namespace Assets.Phunk.Core
{
public static class LogExtensions
{
#region Exception
public static void Exception(this Object context, System.Exception exception)
{
Debug.LogException(exception, context);
}
#endregion
#region Error
public static void ErrorFormat(this Object context, string template, params object[] args)
{
var message = string.Format(template, args);
Error(context, message);
}
public static void Error(this Object context, object message)
{
Debug.LogError(message, context);
}
#endregion
#region Warning
public static void WarningFormat(this Object context, string template, params object[] args)
{
var message = string.Format(template, args);
Warning(context, message);
}
public static void Warning(this Object context, object message)
{
Debug.LogWarning(message, context);
}
#endregion
#region Message
public static void MessageFormat(this Object context, string template, params object[] args)
{
var message = string.Format(template, args);
Message(context, message);
}
public static void Message(this Object context, object message)
{
Debug.Log(message, context);
}
#endregion
#region Verbose
[System.Diagnostics.Conditional("DEBUG"), System.Diagnostics.Conditional("UNITY_EDITOR")]
public static void VerboseFormat(this Object context, string template, params object[] args)
{
var message = string.Format(template, args);
Verbose(context, message);
}
[System.Diagnostics.Conditional("DEBUG"), System.Diagnostics.Conditional("UNITY_EDITOR")]
public static void Verbose(this Object context, object message)
{
Debug.Log(string.Concat("<color=grey>[VERBOSE]</color> ", message), context);
}
#endregion
}
}
@DanPuzey
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Updated: now includes a file that provides extension methods to automatically set the context for each log. This is useful because - in theory - supplying the context allows Unity to highlight the source object in the scene/hierarchy view when you click on a log message. Handy for working out exactly which AI has gone rogue...

@TheMasquerader
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Would it be worth re-implementing this using theILogger and/or ILogHandler from https://docs.unity3d.com/ScriptReference/Logger.html?
Thank you :)

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