Use this delegate type with RegisterLogCallback to monitor what gets logged.
var output = "";
var stack= "";
function OnEnable () {
Application.RegisterLogCallback(HandleLog);
}
function OnDisable () {
// Remove callback when object goes out of scope
Application.RegisterLogCallback(null);
}
function HandleLog (logString : String, stackTrace : String, type : LogType) {
output = logString;
stack = stackTrace;
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public string output = "";
public string stack = "";
void OnEnable() {
Application.RegisterLogCallback(HandleLog);
}
void OnDisable() {
Application.RegisterLogCallback(null);
}
void HandleLog(string logString, string stackTrace, LogType type) {
output = logString;
stack = stackTrace;
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
public output as string =
public stack as string =
def OnEnable():
Application.RegisterLogCallback(HandleLog)
def OnDisable():
Application.RegisterLogCallback(null)
def HandleLog(logString as string, stackTrace as string, type as LogType):
output = logString
stack = stackTrace