Lately I’ve been encountering a lot of videos on YouTube that suggest not using debug logging because of its tedious spamming of the console and suggest a roll-your-own approach to logging.
Well I’ve been checking out the unit docs and came across the ilog and loghandler API which allows for customizing the logger so I don’t understand the need for a roll-your-own setup.
What am I missing that the, presumably more experienced, YouTubers already got a lock on?
Unless someone plans on collecting logs and performing a statistical analysis on the output for serious value, I think the added complexity of third party logging is unwarranted. Only use Debug.Log() sparingly and remove output you don’t want and you’ll be fine. Especially with Unity’s ability to collapse duplicate log statements, it sounds like the videos you were watching were dealing with noisy low value logs. The solution is to no log low value data. I try to remove Debug.Log() statements when done investigating an issue and use Debug.LogWarning() and Debug.LogError() to records if something bad or unexpected happens.