/// <summary>
    /// This runs in a different thread and outputs to the javascript log.
    /// </summary>
    /// <param name='sender'>
    /// Sender.
    /// </param>
    /// <param name='e'>
    /// E.
    /// </param>
    void HandleWorkerDoWork(object sender, DoWorkEventArgs e)
    {
        JavascriptLogger jsLogger = new JavascriptLogger("Threaded Logger");

        while(true)
        {
            jsLogger.LogInfo("Ping " + DateTime.Now);
            Thread.Sleep(3000);
        }
    }
    void Awake()
    {
        DontDestroyOnLoad(transform.gameObject);

        jsLogger = new JavascriptLogger();

        // Register the javascript logger for the standard unity log output.
        Application.RegisterLogCallback(jsLogger.HandleUnityLog);

        Debug.Log("Log-Test: Javascript Logging Handler enabled!");
        Debug.LogWarning("LogWarning-Test: Javascript Logging Handler enabled!");
        Debug.LogError("LogError-Test: Javascript Logging Handler enabled!");
    }
 // Use this for initialization
 void Start()
 {
     // You can use as much javascript loggers as you wich, giving each its own custom name!
     m_jsLogger1 = new JavascriptLogger("Core Logger Example");
     m_jsLogger2 = new JavascriptLogger("Trace Logger Example");
 }