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Clicking on a log doesn't jump to the code line but to ForwardToUnity() - Unity 2019.2.1 #52

@Wikzo

Description

@Wikzo

We recently upgraded from Unity 2018 to 2019.2.1. Before, when I clicked on a log, it used to go to the line in the code. Now it goes to else if(severity==LogSeverity.Error) UnityEngine.Debug.LogError(showObject); instead

`[LogUnityOnly()]
static void ForwardToUnity(UnityEngine.Object source, LogSeverity severity, object message, params object[] par)
{
object showObject = null;
if(message!=null)
{
var messageAsString = message as string;
if(messageAsString!=null)
{
if(par.Length>0)
{
showObject = String.Format(messageAsString, par);
}
else
{
showObject = message;
}
}
else
{
showObject = message;
}
}

        if(source==null)
        {
			if(severity==LogSeverity.Message) UnityEngine.Debug.Log(showObject);
            else if(severity==LogSeverity.Warning) UnityEngine.Debug.LogWarning(showObject);
            else if(severity==LogSeverity.Error) UnityEngine.Debug.LogError(showObject);
        }
        else
        {
            if(severity==LogSeverity.Message) UnityEngine.Debug.Log(showObject, source);
            else if(severity==LogSeverity.Warning) UnityEngine.Debug.LogWarning(showObject, source);
            else if(severity==LogSeverity.Error) UnityEngine.Debug.LogError(showObject, source);
        }
    }`

We are using a simple "middleman" class called CustomDebug:

`public static class CustomDebug
{

private const bool USE_UBER_LOGGER = true;

[UberLogger.StackTraceIgnore]
public static void LogWarning(string message, DebugType debugType = DebugType.Temp, UnityEngine.Object obj = null)
{
    string log = "";

    if (Application.isEditor)
        log = $"{message} [{obj?.name}] [{debugType}]";
    else
        log = $"{message} [{obj?.name}] [{debugType}] [{UnityEngine.SceneManagement.SceneManager.GetActiveScene().path}] [Frame {UnityEngine.Time.frameCount}] [{System.DateTime.Now.ToString("dd/MM/yyyy HH:mm:ss")}]";

    if (USE_UBER_LOGGER)
        UberDebug.LogWarningChannel(obj, debugType.ToString(), log);
    else
        Debug.LogWarning(log, obj);

}

}`

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