Game Development Reference
In-Depth Information
Try to eliminate both errors and warnings
Debugging with Debug.Log - custom
messages
Perhaps, the oldest and most well-known debugging technique in Unity is to use
Debug.Log statements to print diagnostic messages to Console , thus illustrating
program flow and object properties. This technique is versatile and appealing
because it can be used in practically every Integrated Development Environment
( IDE ) and not just MonoDevelop. Further, all the Unity objects, including vector
and color objects, have a convenient ToString function that allows their internal
members (such as X , Y , and Z ) to be printed to a human-readable string—one that
can be easily sent to the console for debugging purposes. For example, consider the
following code sample 2-3. This code sample demonstrates an important debugging
workflow, namely, printing a status message about an object at its instantiation. This
script, when attached to a scene object, prints its world position to Console , along
with a descriptive message:
01 using UnityEngine;
02 using System.Collections;
03
04 public class CubeScript : MonoBehaviour
05 {
06 // Use this for initialization
07 void Start () {
08 Debug.Log ("Object created in scene at position: " +
transform.position.ToString() ); transform.position.
ToString() );
09 }
10 }
 
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