Legacy Documentation: Version 5.2
GPU Area
Event System

Log Files

There might be times during development when you need to obtain information from the logs of the webplayer you’ve built, your standalone player, the target device or the editor. Usually you need to see these files when you have experienced a problem and you have to know where exactly the problem occurred.

On Mac the webplayer, player and editor logs can be accessed uniformly through the standard Console.app utility.

On Windows the webplayer and editor logs are placed in folders which are not shown in the Windows Explorer by default. See below.

Editor

The editor log can be brought up through the Open Editor Log button in Unity’s Console window.

Mac OS X ~/Library/Logs/Unity/Editor.log
Windows XP C:\Documents and Settings\username\Local Settings\Application Data_\Unity\Editor\Editor.log
Windows Vista/7 C:\Users\username\AppData\Local\Unity\Editor\Editor.log

On Windows, the Editor log file is stored in the local application data folder: %LOCALAPPDATA%\Unity\Editor\Editor.log, where LOCALAPPDATA is defined by CSIDL_LOCAL_APPDATA.

On Mac all the logs can be accessed uniformly through the standard Console.app utility.

Webplayer

Mac OS X ~/Library/Logs/Unity/WebPlayer.log and Player.log
Windows XP C:\Documents and Settings\username\Local Settings\Temp\UnityWebPlayer\log\log_UNIQUEID.txt
Windows Vista/7 C:\Users\username\AppData\Local\Temp\UnityWebPlayer\log\log_UNIQUEID.txt
Windows Vista/7 + IE7 + UAC C:\Users\username\AppData\Local\Temp\Low\UnityWebPlayer\log\log_UNIQUEID.txt

On Windows the webplayer log is stored in a temporary folder: %TEMP%\UnityWebPlayer\log\log_UNIQUEID.txt, where TEMP is defined by GetTempPath.

Player

Mac OS X ~/Library/Logs/Unity/Player.log
Windows _EXECNAME_Data_\output_log.txt
Linux ~/.config/unity3d/CompanyName/ProductName/Player.log

On Windows, EXECNAME_Data is a folder next to the executable with your game.

Note that on Windows and Linux standalones the location of the log file can be changed (or logging suppressed.) See the command line page for further details.

iOS

The device log can be accessed in XCode via GDB console or the Organizer Console. The latter is useful for getting crashlogs when your application was not running through the XCode debugger.

The Troubleshooting and Bugreporting guides may be useful for you.

Android

The device log can be viewed by using the logcat console. Use the adb application found in Android SDK/platform-tools directory with a trailing logcat parameter:

$ adb logcat

Another way to inspect the LogCat is to use the Dalvik Debug Monitor Server (DDMS). DDMS can be started either from Eclipse or from inside the Android SDK/tools. DDMS also provides a number of other debug related tools.

Blackberry

On Blackberry, the log is available from the Player Settings (menu: Edit > Project Settings > Player). Select the Blackberry platform tab and among the Publishing Settings, you will find a Get Log button. Clicking this button will get the latest log from the device and display it using the default system text editor.

Note that the log only records details for the most recently run Unity project, so you will need to keep copies of logs yourself if you want to track details over several runs.

Tizen

The device log can be viewed by using the sdb console. Use the sdb application found in Tizen SDK/tools directory with a trailing dlog parameter:

$ sdb dlog

If you would like to only see messages from Unity you may add a filter. The filter specification is similar to that for Android. The following command will display only messages for the Unity log.

$ sdb dlog Unity:*

Accessing Log Files on Windows

On Windows the log files are stored in locations that are hidden by default. In Windows XP, you can make hidden folders visible in Windows Explorer using Tools->Folder Options…->View (tab).

On Windows Vista/7 you can make the AppData folder visible in Windows Explorer using Tools->Folder Options…->View (tab). The Tools menu is hidden by default, but can be displayed by pressing the Alt key once.

GPU Area
Event System
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