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Starting with Unity 2017, when you run a standalone Windows executable on a machine where the Unity editor is active, the standalone executable will connect to the editor and stream log messages to the Console feed.
The look like this in the regular console:
However, they are not formatted properly in the UberLogger console:
... UberLogger interprets the entire payload as a single message. The severity level is ignored too.
This needs both some investigation (how to handle the messages properly) and also some decisions, like, does UberLogger (or plugins) need to know whether a message is coming from a remote machine? Does UberLogger (or plugins) need the remote machine name as a separate element of LogInfo?
The text was updated successfully, but these errors were encountered:
Starting with Unity 2017, when you run a standalone Windows executable on a machine where the Unity editor is active, the standalone executable will connect to the editor and stream log messages to the Console feed.
The look like this in the regular console:
However, they are not formatted properly in the UberLogger console:
... UberLogger interprets the entire payload as a single message. The severity level is ignored too.
This needs both some investigation (how to handle the messages properly) and also some decisions, like, does UberLogger (or plugins) need to know whether a message is coming from a remote machine? Does UberLogger (or plugins) need the remote machine name as a separate element of LogInfo?
The text was updated successfully, but these errors were encountered: