Version: Unity 6.3 LTS (6000.3)
Language : English
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Create custom binding types

Define logging levels

During the update of the binding, errors might occur where binding objects try to access invalid properties, encounter null values along a property path, or encounter missing type converters. If you set the binding system to log all errors to the Console, it can impact performance.

To control the console output, you can define logging levels for the binding system. The following are the available logging levels:

  • All logs: Errors are consistently logged to the console.
  • One log per result: Errors are logged to the console only the first time they occur.
  • No logs: Error logging is disabled.

In Unity Editor windows

You can set logging levels from the More (⋮) menu in a Unity Editor window that supports data binding, such as UI Builder, SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
view, Game view, and the PanelSettings’s InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
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windows.

To set logging levels:

  1. Open the More (⋮) menu in the Unity Editor window.
  2. Select Binding Console Logs.
  3. Choose one of the logging levels from the list.

Note::

  • The default logging level in UI Builder is set to No logs.
  • Each panel maintains independent logging level settings. PanelSettings assets and views (Scene, Game) operate on separate panels with their own logging configurations.

In C# scripts

You can set the global and per-panel configurations to customize logging behavior in C# scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
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.

The following example sets the global log level of all panels or windows.

Binding.SetGlobalLogLevel(BindingLogLevel.Once);

The following example sets the log level per panel:

Binding.SetPanelLogLevel(myElement.panel, BindingLogLevel.None);

Note: The per-panel or the per-window logging level settings override the global logging level settings.

Troubleshooting

When debugging binding issues, verify that Unity’s property system can access your object’s properties. The binding system relies on Unity.Properties to detect and access bindable properties. If properties aren’t properly exposed or serialized, bindings might fail silently.

Additional resources

Convert data types
Create custom binding types