Avoid Unity3D internal log source from Player.log

Hi everyone, I was searching through internet a way to properly output the log of my application, I understand the ways of using things like [Conditional()] and #define but it’s not my logs that I’m trying to filter out. How can I filter Unity internal logs, what I mean are lines like:

The referenced script on this Behaviour (Game Object 'Text') is missing!
 
(Filename:  Line: 1789)

Unsupported texture format - Texture2D::EncodeTo functions do not support compressed texture formats.

requesting resize 1920 x 1080
Using native desktop resolution 1920 x 1080
requesting fullscreen 1920 x 1080 at 0 Hz
Desktop is 1920 x 1080 @ 60 Hz

Unloading 84 unused Assets to reduce memory usage. Loaded Objects now: 3203.
Total: 32.192000 ms (FindLiveObjects: 0.626000 ms CreateObjectMapping: 0.147000 ms MarkObjects: 31.035000 ms  DeleteObjects: 0.384000 ms)

These are specifically made by Unity and saved into my player.log. Is there a way to avoid printing those or should I just output my actual logs in another file? Thanks in advance!

I know there is a page inisde the playersettings > othersettings > logging in which you can enable and disable some logs but not sure if the ones you are looking for sorry.

@xxmariofer I’ve tried disabling those but even when everything is turned off I’m receiving those messages from Unity

In the end I got around this issue by rerouting all the logs to a custom file and creating my custom logger

private void Awake()
{ 
     Application.logMessageReceivedThreaded += Handler;
     [...]
}

private void Handler(string condition, string stackTrace, LogType type)
{
	switch (type)
	{
		case LogType.Log:
			Info(null, condition);
			break;
		case LogType.Warning:
			Warn(null, condition);
			break;
		case LogType.Error:
			Err(null, condition);
			break;
		case LogType.Exception:
			Err(null, condition);
			break;
		case LogType.Assert:
			Debug(null, condition);
			break;
		default:
			Info(null, condition);
			break;
	}
}