Do logged errors cause lag/slowdown...eventually? =/

Most likely a silly question but I just thought I’d ask as it would save me time if it doesn’t matter.

Basically, I am placing an object and instantiating another. The destroyed object is still being called by a script. The error affects nothing and everything still works fine when the game is running, its just a simple case of Unity telling me its still trying to access it after its been destroyed.

Anyway, are the errors being logged in the console only really something to do in the editor or will something happen during a built game session? Like I say, it has no affect on the game so I don’t know. I’m sure I will find out what I need to do later to stop the error but for now (due to time constraints) I don’t think its that important to see to.

Cheers

if you heavily log then yes, definitely.

in the runtime less than in the editor but its still a disk access and that takes time. (in the editor they are extremely heavy if the console is visible and not collapsed)

You should prevent all errors from happening, even if it seems like it doesn’t have negative effects. You can fix this by checking if the object is null before doing anything with it.

–Eric

Logging especially in a loop is very intensive,