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
See Also: Application.RegisterLogCallback, LogType.