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    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
    Syntax
    public enum SyncMode : byte

    Fields

    Name Description Value
    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


    0
    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


    1
    FullSync

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


    2
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