output message to Unity Console - Debug.Log() v.s. Debug.LogWarning() v.s. Debug.LogError() v.s. print()
output message to Unity Console - Debug.Log() v.s. Debug.LogWarning() v.s. Debug.LogError() v.s. print()
usage and description:
1.Debug.Log(string message)
The message will be printed in Unity Console. You can see it in Unity Console with General mode.
2.Debug.LogWarning(string message)
The message was considered as a warning. Then the message will be printed in Unity Console.
You can see it in Unity Console with Warning mode.
When you see it you will see a warning figure(similar to a yellow triangle).
3.Debug.LogError(string message)
The message was considered as a Error. Then the message will be printed in Unity Console.
You can see it in Unity Console with Error mode.
When you see it you will see a Error figure(similar to a red octagon).
4.print(string message)
have same result with using Debug.Log(string message).
my blogger can explain that
little difference between Debug.Log() and print()
screenshot:
code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PrintScript : MonoBehaviour
{
[Header("Counter")]
public int Counter = 0;
[Header("Message")]
public string Message = "not initialized!";
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void FixedUpdate()
{
ChangeMessage();
}
private void ChangeMessage()
{
Counter += 1;
Message = "this is the "+Counter.ToString()+ " to call func. ChangeMessage().";
print("print:"+Message);
Debug.Log("Debug.Log:"+Message);
Debug.LogWarning("Debug.LogWarning:"+Message);
Debug.LogError("Debug.LogError:"+Message);
}
}
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