docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Enum SyncMode

    How Logger should synchronise logging messages.
    Async is usually faster than Sync, but can lead to lost messages.
    FatalIsSync works like async for all types of messages but Fatal. It will flush all the message queue when Fatal message appears.

    Namespace: Unity.Logging
    Assembly: Unity.Logging.dll
    Syntax
    public enum SyncMode : byte

    Fields

    Name Description
    FatalIsSync

    All messages are processed asynchronous, after they were logged. But if Fatal message is logged - log is flushed. Use this option if you want speed, but also want to make sure logs are not lost in case of Fatal error

    FullAsync

    All messages are processed asynchronous, after they were logged. This is the fastest way, but can lead to lost messages in case of crashes

    FullSync

    All messages are processed immediately. Slowest mode, but all messages are guaranteed to be logged

    In This Article
    Back to top
    Copyright © 2025 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)