Game Development Reference
In-Depth Information
The following screenshot shows how to draw gizmos that helps with debugging:
Drawing gizmos
Error logging
When you compile and build your game to distribute to testers, whether they're
collected together in an office or scattered across the globe, you'll need a way to record
errors and exceptions as and when they happen during gameplay. One way to do this
is through logfiles. Logfiles are human-readable text files that are generated on the
local computer by the game at runtime, and they record the details of errors as they
occur, if any occur at all. The amount of information you record is a matter for careful
consideration, as logging too much detail can obfuscate the file and too little can render
the file useless. However, once a balance is reached the tester will be able to send you
the log for inspection, and this will, hopefully, allow you to quickly pin-point errors in
your code and repair them effectively, that is without introducing new errors! There
are many ways to implement logging behavior in Unity. One way is using the native
Application class to receive exception notifications by way of delegates. Consider the
following code sample 2-7:
01 //------------------------------------------------
02 using UnityEngine;
03 using System.Collections;
 
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