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Question Which file store all error logs in the user build

Discussion in 'Scripting' started by Only4gamers, Apr 20, 2023.

  1. Only4gamers

    Only4gamers

    Joined:
    Nov 8, 2019
    Posts:
    311
    Hello there,
    I want to collect log files from Windows standalone users to detect errors in the build. But I am completely clueless which file is storing these errors? Or are error logs only generated for development builds?
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,717
    Google "unity runtime log files"
     
  3. Only4gamers

    Only4gamers

    Joined:
    Nov 8, 2019
    Posts:
    311
    I already read those search results. Which file I should look for in user device? Editor.log? Player.log?
    output_log.txt?
     
  4. spiney199

    spiney199

    Joined:
    Feb 11, 2021
    Posts:
    5,862
    Kurt-Dekker likes this.
  5. Only4gamers

    Only4gamers

    Joined:
    Nov 8, 2019
    Posts:
    311
    Player.log only have these lines:
    Code (CSharp):
    1. Mono path[0] = 'C:/Program Files (x86)/Steam/steamapps/common/Space Menace/Space Menace_Data/Managed'
    2. Mono config path = 'C:/Program Files (x86)/Steam/steamapps/common/Space Menace/MonoBleedingEdge/etc'
    3. Loading player data from C:/Program Files (x86)/Steam/steamapps/common/Space Menace/Space Menace_Data/data.unity3d
    4. Initialize engine version: 2020.3.47f1 (5ef4f5b5e2d4)
    5. [Subsystems] Discovering subsystems at path C:/Program Files (x86)/Steam/steamapps/common/Space Menace/Space Menace_Data/UnitySubsystems
    6. GfxDevice: creating device client; threaded=1
    7. Direct3D:
    8.     Version:  Direct3D 11.0 [level 11.0]
    9.     Renderer: NVIDIA GeForce GT 710 (ID=0x128b)
    10.     Vendor:  
    11.     VRAM:     2007 MB
    12.     Driver:   27.21.14.5671
    13. Begin MonoManager ReloadAssembly
    14. - Completed reload, in  1.869 seconds
    15. <RI> Initializing input.
    16.  
    17. <RI> Input initialized.
    18.  
    19. <RI> Initialized touch support.
    20.  
    21. UnloadTime: 4.133700 ms
    22. No log files found in directory.
    23. Unloading 7 Unused Serialized files (Serialized files now loaded: 0)
    24. UnloadTime: 6.410700 ms
    25.  
    26. Unloading 41 unused Assets to reduce memory usage. Loaded Objects now: 7112.
    27. Total: 11.267400 ms (FindLiveObjects: 0.337700 ms CreateObjectMapping: 0.163000 ms MarkObjects: 10.692800 ms  DeleteObjects: 0.073500 ms)
    28.  
    29. Unloading 8 Unused Serialized files (Serialized files now loaded: 3)
    30. UnloadTime: 5.100000 ms
    31.  
    32. Unloading 50 unused Assets to reduce memory usage. Loaded Objects now: 43847.
    33. Total: 58.337800 ms (FindLiveObjects: 2.228900 ms CreateObjectMapping: 1.634900 ms MarkObjects: 54.027100 ms  DeleteObjects: 0.446300 ms)
    34.  
    35. Unloading 5 Unused Serialized files (Serialized files now loaded: 3)
    36. UnloadTime: 22.182700 ms
    37.  
    38. Unloading 1185 unused Assets to reduce memory usage. Loaded Objects now: 19456.
    39. Total: 27.714300 ms (FindLiveObjects: 0.971700 ms CreateObjectMapping: 1.106500 ms MarkObjects: 24.924500 ms  DeleteObjects: 0.711300 ms)
    40.  
    41. Unloading 7 Unused Serialized files (Serialized files now loaded: 3)
    42. UnloadTime: 2.490200 ms
    43.  
    44. Unloading 53 unused Assets to reduce memory usage. Loaded Objects now: 45029.
    45. Total: 65.302600 ms (FindLiveObjects: 2.330100 ms CreateObjectMapping: 1.571700 ms MarkObjects: 61.172600 ms  DeleteObjects: 0.227800 ms)
    46.  
    47. Unloading 5 Unused Serialized files (Serialized files now loaded: 3)
    48. UnloadTime: 35.247000 ms
    49.  
    50. Unloading 1176 unused Assets to reduce memory usage. Loaded Objects now: 19475.
    51. Total: 28.671000 ms (FindLiveObjects: 0.955900 ms CreateObjectMapping: 1.111900 ms MarkObjects: 25.906700 ms  DeleteObjects: 0.696100 ms)
    52.  
    53. Setting up 2 worker threads for Enlighten.
    54.   Thread -> id: 127c -> priority: 1
    55.   Thread -> id: 16a8 -> priority: 1
    56.  
    Not looking like the file I am looking for.
     
  6. spiney199

    spiney199

    Joined:
    Feb 11, 2021
    Posts:
    5,862
    Yes it is mate.

    It will contain the Debug.Log outputs and other logs/exceptions that happen during a built project. There just happens to be none in the example you've shown.

    I use it on a daily basis when testing builds (which you should do regularly).
     
    Bunny83 and Only4gamers like this.
  7. Bunny83

    Bunny83

    Joined:
    Oct 18, 2010
    Posts:
    3,526
    If that game is not yours, the developer may have disabled or filtered the logs. You should be able to redirect the log output to a specific location by using the
    -logFile <filename>
    command line option when starting the standalone application.
     
    Only4gamers likes this.