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Logger.Log

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public method Log(logType: LogType, message: object): void;
public void Log(LogType logType, object message);
public method Log(logType: LogType, message: object, context: Object): void;
public void Log(LogType logType, object message, Object context);
public method Log(logType: LogType, tag: string, message: object): void;
public void Log(LogType logType, string tag, object message);
public method Log(logType: LogType, tag: string, message: object, context: Object): void;
public void Log(LogType logType, string tag, object message, Object context);
public method Log(message: object): void;
public void Log(object message);
public method Log(tag: string, message: object): void;
public void Log(string tag, object message);
public method Log(tag: string, message: object, context: Object): void;
public void Log(string tag, object message, Object context);

Parameters

logTypeThe type of the log message.
tagUsed to identify the source of a log message. It usually identifies the class where the log call occurs.
messageString or object to be converted to string representation for display.
contextObject to which the message applies.

Description

Logs message to the Unity Console using default logger.

See Also: ILogger, ILogHandler.

#pragma strict
public class MyGameClass extends MonoBehaviour {
	private static var logger: ILogger = Debug.unityLogger;
	private static var kTAG: String = "MyGameTag";
	function MyGameMethod() {
		logger.Log(kTAG, "Hello");
		Debug.unityLogger.Log(kTAG, "World");
		logger.Log("Hello Logger");
	}
}
using UnityEngine;
using System.Collections;

public class MyGameClass : MonoBehaviour { private static ILogger logger = Debug.unityLogger; private static string kTAG = "MyGameTag";

void MyGameMethod() { logger.Log(kTAG, "Hello");

Debug.unityLogger.Log(kTAG, "World");

logger.Log("Hello Logger"); } }

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