Version: 2022.1
public static void Log (object message);
public static void Log (object message, Object context);

参数

message 字符串或对象,将被转换为字符串表示进行显示。
context 此消息应用到的对象。

描述

将消息记录到 Unity 控制台。

使用 Debug.Log 输出可帮助您调试应用程序的信息性消息。例如,您可以输出包含 GameObject.name 的消息以及有关该对象当前状态的信息。

可以使用字符串连接来设置消息的格式:
Debug.Log("Text: " + myText.text);

也可以使用富文本标记。

如果作为可选的 context 参数来传递 GameObjectComponent, 则当您在 Console 中单击日志消息时,Unity 将暂时在 Hierarchy 窗口中 高亮显示对象。当场景中有某个对象的多个实例时,请使用 context 对象, 以便可以识别生成该消息的实例。下面的示例 2/ 说明了此功能的工作方式。运行该示例时,首先单击该示例在场景中 创建的其中一个立方体。该示例将日志消息输出到 Console。 单击消息时,Unity 将在 Hierarchy 窗口中高亮显示 context 对象 — 在本示例中是您在场景中单击的立方体。

示例 1:显示了 Debug.Log 的一些用法:

using UnityEngine;
using System.Collections;

public class MyGameClass : MonoBehaviour { // A Light used in the Scene and needed by MyGameMethod(). public Light light;

void MyGameMethod() { // Message with a GameObject name. Debug.Log("Hello: " + gameObject.name);

// Message with light type. This is an Object example. Debug.Log(light.type);

// Message using rich text. Debug.Log("<color=red>Error: </color>AssetBundle not found"); } }

示例 2:显示点击的 GameObject 的选择:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

// Debug.Log example // // Create three cubes. Place them around the world origin. // If a cube is clicked use Debug.Log to announce it. Use // Debug.Log with two arguments. Argument two allows the // cube to be automatically selected in the hierarchy when // the console message is clicked. // // Add this script to an empty GameObject.

public class Example : MonoBehaviour { private GameObject[] cubes;

void Awake() { // Create three cubes and place them close to the world space center. cubes = new GameObject[3]; float f = 25.0f; float p = -2.0f; float[] z = new float[] {0.5f, 0.0f, 0.5f};

for (int i = 0; i < 3; i++) { // Position and rotate each cube. cubes[i] = GameObject.CreatePrimitive(PrimitiveType.Cube); cubes[i].name = "Cube" + (i + 1).ToString(); cubes[i].transform.Rotate(0.0f, f, 0.0f); cubes[i].transform.position = new Vector3(p, 0.0f, z[i]); f -= 25.0f; p = p + 2.0f; }

// Position and rotate the camera to view all three cubes. Camera.main.transform.position = new Vector3(3.0f, 1.5f, 3.0f); Camera.main.transform.localEulerAngles = new Vector3(25.0f, -140.0f, 0.0f); }

void Update() { // Process a mouse button click. if (Input.GetMouseButtonDown(0)) { var ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit;

if (Physics.Raycast(ray, out hit)) { // Visit each cube and determine if it has been clicked. for (int i = 0; i < 3; i++) { if (hit.collider.gameObject == cubes[i]) { // This cube was clicked. Debug.Log("Hit " + cubes[i].name, cubes[i]); } } } } } }

Note: Unity also adds Debug.Log messages to the Editor and Player log files. See Log Files for more information about accessing these files on different platforms.

See Also: MonoBehaviour.print.