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    • About Visual Scripting
      • Configure project settings
        • Add or remove available nodes
        • Add or remove types
        • Create or restore a backup
      • Choose a control scheme
      • Configure your preferences
      • Update Visual Scripting
      • Version control systems
      • Use Visual Scripting with Unity Cloud Build
    • Basic concepts in Visual Scripting
      • The interface
      • Nodes
      • Graphs
        • Subgraphs and State Units
        • Transitions
      • Script Machines and State Machines
      • Object types
        • Custom types
      • Variables
    • Develop application logic with Script Graphs
      • Create a new graph file
        • Create a new blank graph with the Project window
        • Create a new unassigned graph with the empty graph creation flow
        • Create and assign a graph to an existing Game​Object
        • Create and assign a graph to a new Game​Object
        • Create a graph on a Script Machine or State Machine
      • Attach a graph file to a Script Machine or State Machine
      • Open a graph file
        • Add a node to a Script Graph
        • Connect nodes in a Script Graph
        • Create and add a variable to a Script Graph
        • Create node groups
      • Add a Subgraph to a Script Graph
        • Add a Trigger or Data port to a Script Graph
      • Add a State Unit to a Script Graph
      • Custom Events
        • Add a Custom Event node
        • Add a Trigger Custom Event node
      • Capture user input in an application
        • Capture input using the Input Manager
        • Add and configure a Player Input component
        • Capture input using the Input System package
      • Use relations to debug
        • Predictive and live debugging
        • Working with debug messages
      • Live edit
        • Live edit during runtime
    • Develop logic transitions with state graphs
      • Create a new state
      • Create a transition between states
    • Advanced customization and development
      • Refactor a C# script with Visual Scripting
        • Add the Renamed​From attribute to a C# script
      • Custom C# nodes
        • Create a new simple Custom C# node
        • Add ports to your Custom C# node
        • Add logic to your Custom C# node
        • Add relations to your Custom C# node
        • Add documentation to your Custom C# node
        • Custom C# node attributes reference
      • Create a Custom Scripting Event node
        • Create a Custom Scripting Event Sender node
        • Trigger a Custom Scripting Event from a C# script
        • Listen to a Custom Scripting Event from a C# script
      • Use a custom type
        • Add the Inspectable attribute to a custom type
        • Create a custom Property​Drawer for a custom type
    • Node reference
      • This node
      • Control node
      • Time node
      • Events
        • Event nodes
        • Input Event nodes
          • On Input System Event Button
          • On Input System Event Float
          • On Input System Event Vector 2
          • On Button Input
          • On Keyboard Input
          • On Mouse Down
          • On Mouse Drag
          • On Mouse Enter
          • On Mouse Exit
          • On Mouse Input
          • On Mouse Over
          • On Mouse Up As Button
          • On Mouse Up
      • Variable node
      • Nulls node
      • Formula node
      • Nesting
        • Input node
        • Output node
        • State Unit node
        • Subgraph node
      • Script graph nodes
      • State graph nodes
    • Developer's guide
    • Manual
    • Develop application logic with Script Graphs
    • Use relations to debug
    • Working with debug messages

    Working with debug messages

    You can use debug nodes to see the result of a code segment inside the Unity console. For example, attaching a Debug node to a Variable node outputs the value of the variable.

    Tip

    Debugs are a useful tool when prototyping.

    To create a debug message

    Important

    Remove or disconnect the debugs from the graphs before producing the final executable.

    1. Add a Script Machine component to the GameObject.
    2. Select Edit Graph.
    3. Do one of the following:
      • Use the starting events that are created with the script machine.
      • Add an event node to the graph.
    4. Drag and release from the node port.
      The fuzzy finder appears.
    5. In the finder field, enter “Log”.
      A list of Debug nodes appears.
    6. Select the relevant debug message type you want to use (for example Log(Message), Log Error(Message) or Log Warning(Message)).
      The select Debug node is placed in the graph and linked to the event.
    7. Drag and release from the Debug green (output) port.
      The fuzzy finder appears.
    8. In the list, select the String node.
      A String node appears on the graph, connected to the Debug node.v Enter the debug message in the string node.
    Tip

    You can link variables or GameObjects other than a string to the port to see the value in the console.

    Whenever the graph is run and the Event is fired, the debug node executes and the text in the String appears in the console.

    Note

    The debug bar indicates the number of messages of each debug type (in the following order Message, Error, Warning).

    In This Article
    • To create a debug message
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