Legacy Documentation: Version 4.6(go to latest)
Language: English
  • C#
  • JS
  • Boo

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Application.LogCallback

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

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 ExampleClass : 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

public class ExampleClass(MonoBehaviour):

	public output as string = 

	public stack as string = 

	def OnEnable() as void:
		Application.RegisterLogCallback(HandleLog)

	def OnDisable() as void:
		Application.RegisterLogCallback(null)

	def HandleLog(logString as string, stackTrace as string, type as LogType) as void:
		output = logString
		stack = stackTrace