message | String or object to be converted to string representation for display. |
context | Object to which the message applies. |
Logs a message to the Unity Console.
Use Debug.Log to print informational messages that help you debug your application. For example, you could print a message containing a GameObject.name and information about the object’s current state.
You can format messages with string concatenation:
Debug.Log("Text: " + myText.text);
You can also use Rich Text markup.
If you pass a GameObject or Component as the optional context
parameter,
Unity momentarily highlights that object in the Hierarchy
window when you click the
log message in the Console
. Use a context
object when you have many instances of an
object in a Scene so that you can identify which one produced the message. Example 2
,
below, illustrates how this feature works. When you run this example, first click one of
the cubes it creates in the Scene. The example prints a log message to the Console
.
When you click on the message, Unity highlights the context
object in the Hierarchy
window — in this case, the cube you clicked on in the Scene.
Example 1: Show some uses of Debug.Log:
using UnityEngine; using System.Collections;
public class MyGameClass : MonoBehaviour { // A Light used in the Scene and needed by MyGameMethod(). public Light light;
void MyGameMethod() { // Message with a GameObject name. Debug.Log("Hello: " + gameObject.name);
// Message with light type. This is an Object example. Debug.Log(light.type);
// Message using rich text. Debug.Log("<color=red>Error: </color>AssetBundle not found"); } }
Example 2: Show selection of a clicked GameObject:
using System.Collections; using System.Collections.Generic; using UnityEngine;
// Debug.Log example // // Create three cubes. Place them around the world origin. // If a cube is clicked use Debug.Log to announce it. Use // Debug.Log with two arguments. Argument two allows the // cube to be automatically selected in the hierarchy when // the console message is clicked. // // Add this script to an empty GameObject.
public class Example : MonoBehaviour { private GameObject[] cubes;
void Awake() { // Create three cubes and place them close to the world space center. cubes = new GameObject[3]; float f = 25.0f; float p = -2.0f; float[] z = new float[] {0.5f, 0.0f, 0.5f};
for (int i = 0; i < 3; i++) { // Position and rotate each cube. cubes[i] = GameObject.CreatePrimitive(PrimitiveType.Cube); cubes[i].name = "Cube" + (i + 1).ToString(); cubes[i].transform.Rotate(0.0f, f, 0.0f); cubes[i].transform.position = new Vector3(p, 0.0f, z[i]); f -= 25.0f; p = p + 2.0f; }
// Position and rotate the camera to view all three cubes. Camera.main.transform.position = new Vector3(3.0f, 1.5f, 3.0f); Camera.main.transform.localEulerAngles = new Vector3(25.0f, -140.0f, 0.0f); }
void Update() { // Process a mouse button click. if (Input.GetMouseButtonDown(0)) { var ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit;
if (Physics.Raycast(ray, out hit)) { // Visit each cube and determine if it has been clicked. for (int i = 0; i < 3; i++) { if (hit.collider.gameObject == cubes[i]) { // This cube was clicked. Debug.Log("Hit " + cubes[i].name, cubes[i]); } } } } } }
Note: Unity also adds Debug.Log messages to the Editor and Player log files. See Log Files for more information about accessing these files on different platforms.
Additional resources: MonoBehaviour.print.