Unity应用发布如何在本地查看Debug输出?

在使用Unity引擎开发游戏的过程中,我们能将想要看到的内容通过Debug类来输出到Console窗口中,极大的方便了程序的调试过程。但是,我们将游戏发布成对应的平台应用程序后,这些输出还能不能看到呢?如可才能看到这些输出呢?这里我就介绍一种能够将Unity引擎的Debug类的输出写入到本地硬件的方法。

这里只介绍Windows平台与Android平台。


Windows平台:

默认情况下,打包应用到Windows平台,运行程序后,我们能够在“xxoo_Data”文件夹下看到“output_log.txt”文件,这个文件就是用来记录我们代码中调用的Debug类的输出。

其他情况,其实““output_log.txt”文件是可以通过Unity引擎设置屏蔽的。Unity设置项中的“ Use Player Log”项就是控制是否将Debug类的输出写入到本地硬件(PC硬盘)的开关,默认选中。

设置方法“Editor -> Project Settings -> Player ->  选择平台(Windows) -> Resolution and Presentation -> Use Player Log”。当然,为了提高程序的运行效率,在发布程序正式版时,建议关闭这个开关。


Android平台:

默认情况下,打包应用到Android后我们就看不到输出了。怎样才能在本地设备看到输出呢?

首先,设置发布配置“Editor -> Project Settings -> Player ->  选择平台(Android) -> Other Settings -> Write Access”。将“Write Access”设置成“External(SDCard)”。为了提高程序运行效率,发布到正式版时,最好不要选择此项。

接下来我就不赘述了,直接看代码:

using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System;

/// 
/// Debug测试。
/// 将Debug写入到本地硬件
/// 这里使用的是Unity5.3.3版本
/// 
public class LoggerMono : MonoBehaviour
{
    public Text logText;
    public string logName = "123";
    private string m_txt;
    private float m_timeNote;
    private float m_timeNote2;
    public float m_duration = 2f;

    void Awake()
    {
        Application.logMessageReceived += OnLogCallBack;
        m_timeNote = Time.time;

        /// 这里才是重点,要将Debug输出写入到本地文件的关键。
        LoggerWriter.instance.InitWriter(logName);
    }

    private void OnLogCallBack(string condition, string stackTrace, LogType type)
    {
        string logStr = string.Empty;
        switch (type)
        {
            case LogType.Log:
                {
                    logStr = string.Format("{0}:{1}\n", type, condition);
                }
                break;
            case LogType.Assert:
            case LogType.Warning:
            case LogType.Exception:
            case LogType.Error:
                {
                    if (string.IsNullOrEmpty(stackTrace))
                    {
                        /// 发布到对应平台后,调用堆栈获取不到。使用 Environment.StackTrace 获取调用堆栈
                        logStr = string.Format("{0}:{1}\n{2}", type, condition, Environment.StackTrace);
                    }
                    else
                    {
                        logStr = string.Format("{0}:{1}\n{2}", type, condition, stackTrace);
                    }
                }
                break;
        }
        logStr += "\n";
        m_txt += logStr;
    }

    void Update()
    {
        if (logText != null)
        {
            logText.text = m_txt;
        }

        if (Time.time - m_timeNote >= m_duration)
        {
            m_timeNote = Time.time;
            Debug.Log(DateTime.Now.ToString("yyyy-MM-dd hh:mm:ss"));
        }

        if (Time.time - m_timeNote2 >= 2.1f * m_duration)
        {
            m_timeNote2 = Time.time;
            Debug.LogError(DateTime.Now.ToString("yyyy-MM-dd hh:mm:ss"));
        }
    }
}
using UnityEngine;
using System.Collections;
using System;
using System.IO;
using System.IO.Compression;

/// 
/// Debug输出写入本地硬件方法
/// 
public class LoggerWriter
{
    /// 
    /// 初始化文件写入的入口
    /// 
    /// 
    public void InitWriter(string logName)
    {
        GetLogPath(logName);
        CreateLogFile();
    }

    /// 
    /// 设置及获取对应发布平台的日记存放路径
    /// 
    /// 
    private void GetLogPath(string logName)
    {
        switch (Application.platform)
        {
            case RuntimePlatform.Android:
                {
                    //m_logPath = "mnt/sdcard/123.txt";
                    //m_logPath = string.Format("{0}/123.txt", Application.persistentDataPath);
                    m_logPath = string.Format("mnt/sdcard/{0}.txt", logName);
                }
                break;
            case RuntimePlatform.IPhonePlayer:
                {
                    m_logPath = string.Format("{0}/{1}.txt", Application.persistentDataPath, logName);
                }
                break;
            case RuntimePlatform.WindowsPlayer:
                {
                    m_logPath = string.Format("{0}/../{1}.txt", Application.dataPath, logName);
                }
                break;
            case RuntimePlatform.WindowsEditor:
                {
                    //m_logPath = string.Format("{0}/123.txt", Application.dataPath);
                    m_logPath = string.Format("{0}/../{1}.txt", Application.dataPath, logName);
                }
                break;
            case RuntimePlatform.OSXEditor:
                {

                }
                break;
        }
    }

    /// 
    /// 根据路径创建日记文件,并注册文件写入的函数。
    /// 
    private void CreateLogFile()
    {
        if (File.Exists(m_logPath))
        {
            File.Delete(m_logPath);
        }

        try
        {
            FileStream fs = File.Create(m_logPath);
            fs.Close();

            if (File.Exists(m_logPath))
            {
                Debug.Log(string.Format("Create file = {0}", m_logPath));
            }

            /// 注册事件,当Debug调用时,就会调用:
            Application.logMessageReceived += OnLogCallBack;

            OutputSystemInfo();
        }
        catch (System.Exception ex)
        {
            Debug.LogError(string.Format("can't Create file = {0},\n{1}", m_logPath, ex));
        }
    }

    /// 
    /// 日记文件写入的函数
    /// 
    /// 
    /// 
    /// 
    private void OnLogCallBack(string condition, string stackTrace, LogType type)
    {
        if (File.Exists(m_logPath))
        {
            var filestream = File.Open(m_logPath, FileMode.Append);
            using (StreamWriter sw = new StreamWriter(filestream))
            //using (StreamWriter sw = File.AppendText(m_logPath))
            {
                string logStr = string.Empty;
                switch (type)
                {
                    case LogType.Log:
                        {
                            logStr = string.Format("{0}:{1}\n", type, condition);
                        }
                        break;
                    case LogType.Assert:
                    case LogType.Warning:
                    case LogType.Exception:
                    case LogType.Error:
                        {
                            if (string.IsNullOrEmpty(stackTrace))
                            {
                                /// 发布到对应平台后,调用堆栈获取不到。使用 Environment.StackTrace 获取调用堆栈
                                logStr = string.Format("{0}:{1}\n{2}\n", type, condition, Environment.StackTrace);
                            }
                            else
                            {
                                logStr = string.Format("{0}:{1}\n{2}", type, condition, stackTrace);
                            }
                        }
                        break;
                }

                sw.WriteLine(logStr);

            }
            filestream.Close();
        }
        else
        {
            Debug.LogError(string.Format("not Exists File = {0} !", m_logPath));
        }
    }

    /// 
    /// 输出系统/硬件等一些信息
    /// 
    private void OutputSystemInfo()
    {
        string str2 = string.Format("logger Start, time: {0}, version: {1}.", DateTime.Now.ToString(), Application.unityVersion);

        string systemInfo = SystemInfo.operatingSystem + " "
                            + SystemInfo.processorType + " " + SystemInfo.processorCount + " "
                            + "memorySize:" + SystemInfo.systemMemorySize + " "
                            + "Graphics: " + SystemInfo.graphicsDeviceName + " vendor: " + SystemInfo.graphicsDeviceVendor
                            + " memorySize: " + SystemInfo.graphicsMemorySize + " " + SystemInfo.graphicsDeviceVersion;

        Debug.Log(string.Format("{0}\n{1}", str2, systemInfo));
    }

    public static LoggerWriter instance
    {
        get
        {
            if (s_instance == null)
            {
                s_instance = new LoggerWriter();
            }
            return s_instance;
        }
    }

    public string logPath
    {
        get { return m_logPath; }
    }

    private static LoggerWriter s_instance;
    private string m_logPath;
}


 
 

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