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u3d特效培训班,u3d制作

时间:2023-05-04 15:29:28 阅读:188251 作者:1437

虽然U3D提供真机调试,但是由于内外网的隔离,使得这个流程比较麻烦和不太靠谱。真机调试的另一个方法是查看游戏运行导出的Log日志(U3D的Application.persistentDataPath路径下),下面是一个常用的log日志类

using UnityEngine;using System.Collections;using System.Collections.Generic;using System.IO;using System.Text;public class OutputLog : MonoBehaviour { public static OutputLog instance = null; private string err; private string log; private string filePath; private bool isDebugMode = false; void Awake() { filePath = Application.persistentDataPath + "/P1_log.txt"; if (System.IO.File.Exists(filePath)) { File.Delete(filePath); } instance = this; Application.RegisterLogCallback(HandleLog); Debug.Log(filePath); } void OnDestroy() { instance = null; Application.RegisterLogCallback(null); } private List<string> writeTxt = new List<string>(); private void HandleLog(string logString, string stackTrace, LogType type) { if (type == LogType.Error) { err += "n"; err += logString; err += "n"; err += stackTrace; writeTxt.Add("[Err]" + logString); writeTxt.Add(stackTrace); } else { log += "n"; log += logString; writeTxt.Add("[log]" + logString); writeTxt.Add(stackTrace); } }void Start () { GameObject.Find("Cube").AddComponent<T1>();}void Update () { if (writeTxt.Count <= 0) { return; } string[] temp = writeTxt.ToArray(); writeTxt.Clear(); using (StreamWriter writer = new StreamWriter(filePath, true, Encoding.UTF8)) { foreach (string t in temp) { writer.WriteLine(t); } }}}

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