The Debug messages, warnings and errors all go to the console. Unity also prints status reports to the console - loading assets, initializing mono, graphics driver info.
If you are trying to understand what is going on, look at the
editor.log file, which provides more detailed information than the console. You can try to understand what’s happening, and watch the full log of your coding session. This will help you track down what has caused Unity crash to crash or find out what’s wrong with your assets.
Unity는 또한 장치에 몇 가지 정보를 출력합니다(iOS 장치의 Android용 로그캣 콘솔 및 Xcode gdb 콘솔).
c++filt(part of the
ndk) or other methods to decode the mangled function calls
libunity.so- the crash is in the Unity code or the user code
libdvm.so- the crash is in the Java world, somewhere with Dalvik. So find Dalvik’s stacktrace, look at your JNI code or anything Java-related (including your possible changes to the
libmono.so- either a Mono bug or you’re doing something Mono strongly dislikes
If the crashlog does not help you can disassemble it to get a rough understanding of what has happened:
1. Use ARM EABI tools from the Android NDK like this:
objdump.exe -S libmono.so >> out.txt.
1. Look at the code around pc from the stacktrace..
1. Try to match that code within the fresh
1. Scroll up to understand what is happening in the method it occurs in.