// Use this for initialization void Start() { Debuger.EnableOnText(_isLogOnText); Debuger.EnableOnScreen(_isLogOnScreen); //unity engine's debug.log for (int i = 0; i < 100; i++) { Debug.Log(i); Debug.LogWarning(i); Debug.LogError(i); } }
// Use this for initialization void Start() { Debuger.EnableHiDebugLogs(_isLogOn); Debuger.EnableOnText(_isLogOnText); Debuger.EnableOnScreen(_isLogOnScreen); for (int i = 0; i < 100; i++) { Debuger.Log(i); Debuger.LogWarning(i); Debuger.LogError(i); } Debuger.FontSize = 20;//set size of font }
// Use this for initialization void Start() { Debuger.EnableHiDebugLogs(_isLogOn); Debuger.EnableOnText(_isLogOnText); Debuger.EnableOnScreen(_isLogOnScreen); Debuger.LogWarning(Application.persistentDataPath); //for (int i = 0; i < 100; i++) //{ // Debuger.Log(i); // Debuger.LogWarning(i); // Debuger.LogError(i); //} Debuger.FontSize = 30;//set size of font }
/// <summary> /// use debuger, you can enable or disable logs just one switch /// and also it automatically add time to your logs /// </summary> void Use_Debuger() { //you can set all debuger's out put logs disable just set this value false(pc,android,ios...etc) //it's convenient in release mode, just set this false, and in debug mode set this true. Debuger.EnableHiDebugLogs(true); //Debuger.EnableHiDebugLogs(false); Debuger.EnableOnText(true); Debuger.EnableOnScreen(true); for (int i = 0; i < 100; i++) { Debuger.Log(i); Debuger.LogWarning(i); Debuger.LogError(i); } }
// Use this for initialization void Start() { Debuger.EnableOnScreen(true); }
// Use this for initialization void Start() { //LuaMgr.Instance.Init(); Debuger.EnableOnScreen(true); }