Unity - Scripting API: Debug.Log (original) (raw)
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Declaration
public static void Log(object message);
Declaration
public static void Log(object message,Object context);
Parameters
Parameter | Description |
---|---|
message | String or object to be converted to string representation for display. |
context | Object to which the message applies. |
Description
Logs a message to the Unity Console.
Use Debug.Log to print informational messages that help you debug your application. For example, you could print a message containing a GameObject.name and information about the object’s current state.
You can format messages with string concatenation:Debug.Log("Text: " + myText.text);
You can also use Rich Text markup.
If you pass a GameObject or Component as the optional context
parameter, Unity momentarily highlights that object in the Hierarchy
window when you click the log message in the Console
. Use a context
object when you have many instances of an object in a Scene so that you can identify which one produced the message. Example 2
, below, illustrates how this feature works. When you run this example, first click one of the cubes it creates in the Scene. The example prints a log message to the Console
. When you click on the message, Unity highlights the context
object in the Hierarchy
window — in this case, the cube you clicked on in the Scene.
Example 1: Show some uses of Debug.Log:
Example 2: Show selection of a clicked GameObject:
using System.Collections; using System.Collections.Generic; using UnityEngine;
// Debug.Log example // // Create three cubes. Place them around the world origin. // If a cube is clicked use Debug.Log to announce it. Use // Debug.Log with two arguments. Argument two allows the // cube to be automatically selected in the hierarchy when // the console message is clicked. // // Add this script to an empty GameObject.
public class Example : MonoBehaviour { private GameObject[] cubes;
void Awake()
{
// Create three cubes and place them close to the world space center.
cubes = new [GameObject](GameObject.html)[3];
float f = 25.0f;
float p = -2.0f;
float[] z = new float[] {0.5f, 0.0f, 0.5f};
for (int i = 0; i < 3; i++)
{
// [Position](UIElements.Position.html) and rotate each cube.
cubes[i] = [GameObject.CreatePrimitive](GameObject.CreatePrimitive.html)([PrimitiveType.Cube](PrimitiveType.Cube.html));
cubes[i].name = "Cube" + (i + 1).ToString();
cubes[i].transform.Rotate(0.0f, f, 0.0f);
cubes[i].transform.position = new [Vector3](Vector3.html)(p, 0.0f, z[i]);
f -= 25.0f;
p = p + 2.0f;
}
// [Position](UIElements.Position.html) and rotate the camera to view all three cubes.
Camera.main.transform.position = new [Vector3](Vector3.html)(3.0f, 1.5f, 3.0f);
Camera.main.transform.localEulerAngles = new [Vector3](Vector3.html)(25.0f, -140.0f, 0.0f);
}
void [Update](PlayerLoop.Update.html)()
{
// Process a mouse button click.
if ([Input.GetMouseButtonDown](Input.GetMouseButtonDown.html)(0))
{
var ray = Camera.main.ScreenPointToRay([Input.mousePosition](Input-mousePosition.html));
[RaycastHit](RaycastHit.html) hit;
if ([Physics.Raycast](Physics.Raycast.html)(ray, out hit))
{
// Visit each cube and determine if it has been clicked.
for (int i = 0; i < 3; i++)
{
if (hit.collider.gameObject == cubes[i])
{
// This cube was clicked.
[Debug.Log](Debug.Log.html)("Hit " + cubes[i].name, cubes[i]);
}
}
}
}
}
}
Note: Unity also adds Debug.Log messages to the Editor and Player log files. See Log Files for more information about accessing these files on different platforms.
Additional resources: MonoBehaviour.print.