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Cleaning the project up
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5 files changed

+18
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Lines changed: 15 additions & 18 deletions
Original file line numberDiff line numberDiff line change
@@ -1,33 +1,30 @@
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using UnityEngine;
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using System.Collections;
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using System;
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public class Tester : MonoBehaviour
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{
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void Update()
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{
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Debug.Log("Test", DLogType.AI);
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Debug.Log("Test", DLogType.Assert);
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Debug.Log("Test", DLogType.Audio);
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Debug.Log("Test", DLogType.Content);
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Debug.Log("Test", DLogType.Error);
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Debug.Log("Test", DLogType.Exception);
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Debug.Log("Test", DLogType.GUI);
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Debug.Log("Test", DLogType.Input);
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Debug.Log("Test", DLogType.Log);
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Debug.Log("Test", DLogType.Logic);
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Debug.Log("Test", DLogType.Network);
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Debug.Log("Test", DLogType.Physics);
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Debug.Log("Test", DLogType.System);
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Debug.Log("Test", DLogType.Warning);
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Debug.Log("Test with a super dooper long name akjlsdf klajsd lfkjads flkjasd flkjasdf ljkasdl fkjasl kfjasdlkf jasl fjaslk fjasldjf klasjfd lkasjdf klasjfd klsjadf klasjfd lkasjdf klasjdf ;lkasjfd lksajd fk", DLogType.Log);
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Debug.Log("CPU 1 has done action a", DLogType.AI);
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Debug.Log("Assertion created with Debug.Log", DLogType.Assert);
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Debug.Log("Song1 has started playing", DLogType.Audio);
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Debug.Log("Asset1 has loaded", DLogType.Content);
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Debug.Log("Couldn't find save file", DLogType.Error);
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Debug.Log("Database couldn't load", DLogType.Exception);
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Debug.Log("Showing game over UI", DLogType.GUI);
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Debug.Log("Player 1 pressed A", DLogType.Input);
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Debug.Log("Nearby enemy count: 3", DLogType.Log);
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Debug.Log("Condition 42 has been met", DLogType.Logic);
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Debug.Log("Connected to Player 2 at 192.168.0.0", DLogType.Network);
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Debug.Log("Physics collision with Ball1", DLogType.Physics);
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Debug.Log("Running on mobile", DLogType.System);
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Debug.Log("This is a bad thing that you should be aware of", DLogType.Warning);
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Debug.Log("Warning future me, this log will perplex you as it has me. It will depend on XYZ to be fixed before ABC can be implemented which where this log is from depends on to function properly. Thanks, past me", DLogType.Log);
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Debug.Assert(true == false);
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Debug.Assert(true == false, "true equals false");
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Debug.LogWarning("Warning");
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Debug.LogError("Error");
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Debug.LogAssertion("Conditionless assertion");
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Debug.LogFormat("<color=green>This is a green message!</color>");
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}
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}

Assets/UnityFileDebug/Lib/UnityFileDebug.cs

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Original file line numberDiff line numberDiff line change
@@ -79,14 +79,6 @@ void HandleLog(string logString, string stackTrace, LogType type)
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if (logTime){ j.tm = System.DateTime.Now.ToString("yyyy.MM.dd.HH.mm.ss"); }
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fileWriter.Write((count == 0 ? "" : ",\n") + JsonUtility.ToJson(j));
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//if (count == 0)
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//{
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// fileWriter.Write(JsonUtility.ToJson(j));
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//}
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//else
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//{
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// fileWriter.Write(",\n" + JsonUtility.ToJson(j));
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//}
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count++;
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}
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}
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ProjectSettings/ProjectVersion.txt

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m_EditorVersion: 5.3.3f1
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m_EditorVersion: 5.4.1f1
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m_StandardAssetsVersion: 0

README.md

Lines changed: 2 additions & 1 deletion
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@@ -1,5 +1,5 @@
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# Unity-File-Debug
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Enhanced debug logging for Unity, with JSON export and HTML viewer.
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Enhanced debug logging for Unity, with JSON export and HTML viewer. [Read the blog post](http://www.sacredseedstudio.com/blog/2016/06/05/Output-the-Unity-console-to-file). [See the demo](http://www.sacredseedstudio.com/Unity-File-Debug/).
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## Why
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This project has a few goals:
@@ -9,6 +9,7 @@ This project has a few goals:
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- No external dependencies
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- Searchable via message, stacktrace, timestamp, logtype
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- Filterable by logtype
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- Be able to drop it into existing projects
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## How to use
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1. Import the [latest release's package](https://github.com/Sacred-Seed-Studio/Unity-File-Debug/releases) into your project

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