Unity应用发布如何在本地查看Debug输出?

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Unity应用发布如何在本地查看Debug输出?

#Unity应用发布如何在本地查看Debug输出?| 来源: 网络整理| 查看: 265

转载于:https://blog.csdn.net/zfsr05255134/article/details/51867323

在使用Unity引擎开发游戏的过程中,我们能将想要看到的内容通过Debug类来输出到Console窗口中,极大的方便了程序的调试过程。但是,我们将游戏发布成对应的平台应用程序后,这些输出还能不能看到呢?如可才能看到这些输出呢?这里我就介绍一种能够将Unity引擎的Debug类的输出写入到本地硬件的方法。  

Windows平台:

默认情况下,打包应用到Windows平台,运行程序后,我们能够在“xxoo_Data”文件夹下看到“output_log.txt”文件,这个文件就是用来记录我们代码中调用的Debug类的输出。

其他情况,其实““output_log.txt”文件是可以通过Unity引擎设置屏蔽的。Unity设置项中的“ Use Player Log”项就是控制是否将Debug类的输出写入到本地硬件(PC硬盘)的开关,默认选中。

设置方法“Editor -> Project Settings -> Player ->  选择平台(Windows) -> Resolution and Presentation -> Use Player Log”。当然,为了提高程序的运行效率,在发布程序正式版时,建议关闭这个开关。

Android平台:

默认情况下,打包应用到Android后我们就看不到输出了。怎样才能在本地设备看到输出呢?

首先,设置发布配置“Editor -> Project Settings -> Player ->  选择平台(Android) -> Other Settings -> Write Access”。将“Write Access”设置成“External(SDCard)”。为了提高程序运行效率,发布到正式版时,最好不要选择此项。

接下来我就不赘述了,直接看代码:  

using UnityEngine; using System.Collections; using UnityEngine.UI; using System; /// /// Debug测试。 /// 将Debug写入到本地硬件 /// 这里使用的是Unity5.3.3版本 /// public class LoggerMono : MonoBehaviour { public Text logText; public string logName = "123"; private string m_txt; private float m_timeNote; private float m_timeNote2; public float m_duration = 2f; void Awake() { Application.logMessageReceived += OnLogCallBack; m_timeNote = Time.time; /// 这里才是重点,要将Debug输出写入到本地文件的关键。 LoggerWriter.instance.InitWriter(logName); } private void OnLogCallBack(string condition, string stackTrace, LogType type) { string logStr = string.Empty; switch (type) { case LogType.Log: { logStr = string.Format("{0}:{1}\n", type, condition); } break; case LogType.Assert: case LogType.Warning: case LogType.Exception: case LogType.Error: { if (string.IsNullOrEmpty(stackTrace)) { /// 发布到对应平台后,调用堆栈获取不到。使用 Environment.StackTrace 获取调用堆栈 logStr = string.Format("{0}:{1}\n{2}", type, condition, Environment.StackTrace); } else { logStr = string.Format("{0}:{1}\n{2}", type, condition, stackTrace); } } break; } logStr += "\n"; m_txt += logStr; } void Update() { if (logText != null) { logText.text = m_txt; } if (Time.time - m_timeNote >= m_duration) { m_timeNote = Time.time; Debug.Log(DateTime.Now.ToString("yyyy-MM-dd hh:mm:ss")); } if (Time.time - m_timeNote2 >= 2.1f * m_duration) { m_timeNote2 = Time.time; Debug.LogError(DateTime.Now.ToString("yyyy-MM-dd hh:mm:ss")); } } }

 

using UnityEngine; using System.Collections; using System; using System.IO; using System.IO.Compression; /// /// Debug输出写入本地硬件方法 /// public class LoggerWriter { /// /// 初始化文件写入的入口 /// /// public void InitWriter(string logName) { GetLogPath(logName); CreateLogFile(); } /// /// 设置及获取对应发布平台的日记存放路径 /// /// private void GetLogPath(string logName) { switch (Application.platform) { case RuntimePlatform.Android: { //m_logPath = "mnt/sdcard/123.txt"; //m_logPath = string.Format("{0}/123.txt", Application.persistentDataPath); m_logPath = string.Format("mnt/sdcard/{0}.txt", logName); } break; case RuntimePlatform.IPhonePlayer: { m_logPath = string.Format("{0}/{1}.txt", Application.persistentDataPath, logName); } break; case RuntimePlatform.WindowsPlayer: { m_logPath = string.Format("{0}/../{1}.txt", Application.dataPath, logName); } break; case RuntimePlatform.WindowsEditor: { //m_logPath = string.Format("{0}/123.txt", Application.dataPath); m_logPath = string.Format("{0}/../{1}.txt", Application.dataPath, logName); } break; case RuntimePlatform.OSXEditor: { } break; } } /// /// 根据路径创建日记文件,并注册文件写入的函数。 /// private void CreateLogFile() { if (File.Exists(m_logPath)) { File.Delete(m_logPath); } try { FileStream fs = File.Create(m_logPath); fs.Close(); if (File.Exists(m_logPath)) { Debug.Log(string.Format("Create file = {0}", m_logPath)); } /// 注册事件,当Debug调用时,就会调用: Application.logMessageReceived += OnLogCallBack; OutputSystemInfo(); } catch (System.Exception ex) { Debug.LogError(string.Format("can't Create file = {0},\n{1}", m_logPath, ex)); } } /// /// 日记文件写入的函数 /// /// /// /// private void OnLogCallBack(string condition, string stackTrace, LogType type) { if (File.Exists(m_logPath)) { var filestream = File.Open(m_logPath, FileMode.Append); using (StreamWriter sw = new StreamWriter(filestream)) //using (StreamWriter sw = File.AppendText(m_logPath)) { string logStr = string.Empty; switch (type) { case LogType.Log: { logStr = string.Format("{0}:{1}\n", type, condition); } break; case LogType.Assert: case LogType.Warning: case LogType.Exception: case LogType.Error: { if (string.IsNullOrEmpty(stackTrace)) { /// 发布到对应平台后,调用堆栈获取不到。使用 Environment.StackTrace 获取调用堆栈 logStr = string.Format("{0}:{1}\n{2}\n", type, condition, Environment.StackTrace); } else { logStr = string.Format("{0}:{1}\n{2}", type, condition, stackTrace); } } break; } sw.WriteLine(logStr); } filestream.Close(); } else { Debug.LogError(string.Format("not Exists File = {0} !", m_logPath)); } } /// /// 输出系统/硬件等一些信息 /// private void OutputSystemInfo() { string str2 = string.Format("logger Start, time: {0}, version: {1}.", DateTime.Now.ToString(), Application.unityVersion); string systemInfo = SystemInfo.operatingSystem + " " + SystemInfo.processorType + " " + SystemInfo.processorCount + " " + "memorySize:" + SystemInfo.systemMemorySize + " " + "Graphics: " + SystemInfo.graphicsDeviceName + " vendor: " + SystemInfo.graphicsDeviceVendor + " memorySize: " + SystemInfo.graphicsMemorySize + " " + SystemInfo.graphicsDeviceVersion; Debug.Log(string.Format("{0}\n{1}", str2, systemInfo)); } public static LoggerWriter instance { get { if (s_instance == null) { s_instance = new LoggerWriter(); } return s_instance; } } public string logPath { get { return m_logPath; } } private static LoggerWriter s_instance; private string m_logPath; }

 

 

 

 

 



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