beasty-debug-logger / reference / api.md
API reference
Every public member of BeastyDebugLoggerConsole.BeastyDebugLogger. The class is static. Object is
UnityEngine.Object.
Assembly: Beasty.DebugLogger (runtime, all platforms). It references nothing.
Fields
public static bool IsEnabled = true;
Master switch. When false, no method produces output. Reset to true on runtime initialization, so it
must be set after startup. See Release builds.
Methods
public static void Log (string message, bool canPrint = true, Object context = null);
public static void Log (string message, LogColor color, bool canPrint = true, Object context = null);
public static void LogInfo (string message, bool canPrint = true, Object context = null);
public static void LogVerbose (string message, bool canPrint = true, Object context = null);
public static void LogTrace (string message, bool canPrint = true, Object context = null);
public static void LogDebug (string message, bool canPrint = true, Object context = null);
public static void LogNotice (string message, bool canPrint = true, Object context = null);
public static void LogHighlight(string message, bool canPrint = true, Object context = null);
public static void LogCaution (string message, bool canPrint = true, Object context = null);
public static void LogSuccess (string message, bool canPrint = true, Object context = null);
public static void LogWarning (string message, bool canPrint = true, Object context = null);
public static void LogError (string message, bool canPrint = true, Object context = null);
public static void LogException(System.Exception e, bool canPrint = true, Object context = null);
public static void PrintLongMessage(string message, int chunkSize = 9999, bool canPrint = true,
string label = "");
Parameters, on every method:
canPrint— pass false to silence this one call. Evaluated at the call site; it does not prevent the message from being built.context— aUnityEngine.Object. The entry becomes clickable and pings the object in the Hierarchy.
PrintLongMessage splits message into chunks of chunkSize characters and logs each one at the
Highlight level, prefixed with its offset and label. chunkSize must be greater than 0; 0 or a negative
value hangs. A null or empty message logs a warning and returns.
LogColor
public enum BeastyDebugLogger.LogColor
{
Default, Info, Verbose, Trace, Debug, Notice, Highlight, Caution, Success, Plain
}
Passed to the second Log overload to colour a message without adopting a level’s tag. Colour is applied
in the editor only; a build logs plain text.
Levels
| Method | Editor tag | Build tag | Unity severity |
|---|---|---|---|
LogInfo | ℹ️ | [INFO] | Log |
LogVerbose | 🔵 | [VERBOSE] | Log |
LogTrace | 🔍 | [TRACE] | Log |
LogDebug | 🐛 | [DEBUG] | Log |
LogNotice | 📌 | [NOTICE] | Log |
LogHighlight | ✨ | [HIGHLIGHT] | Log |
LogCaution | ⚡ | [CAUTION] | Log |
LogSuccess | ✅ | [OK] | Log |
LogWarning | ⚠️ | [WARNING] | Warning |
LogError | ❌ | [ERROR] | Error |
LogException | none | none | Exception |
Log | none | none | Log |
Only LogWarning, LogError and LogException raise Unity’s severity. LogCaution is a soft alert and a
normal log: it does not trip Error Pause and it does not appear as a warning in Unity’s Console.
The editor tag is an emoji because the Beasty Console classifies an entry by the glyph that opens it. A
build tags in ASCII because Player.log is a plain text file.
Editor window
Tools > Beasty VN > Diagnostics > Console. Assembly: Beasty.DebugLogger.Editor. See
The Beasty Console window.