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 |