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:
You can set logging levels from the More (⋮) menu in a Unity Editor window that supports data binding, such as UI Builder, Scene view, Game view, and the PanelSettings’s Inspector windows.
To set logging levels:
Note::
You can set the global and per-panel configurations to customize logging behavior in C# scripts.
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.
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.