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Description
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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