Gamelogger 1.0.0.4 [Release]

Asset Store link
What is one thing mine and your game has in common?
Most likely, bugs. We have come up with a solution to decrease the gap between customer and support! Have your players submit a full game log, defined by you, all without leaving the game.

Does not require game build to be a development build. It does not require Unity Pro.

Allows users to submit to your email a bug report along with comments, and they can attach screenshots of their choice. Users do not have to login or give your game their email credentials.
Gamelogger is fully customizable, right down to the guiskin.

You can view a log as you run with our advanced log viewer, which supports searching and log levels (debug, error, and in a future update you will easily define your own categories)

Need to view a log, one that was submited to you? No problem there either! Simply open the gamelogger import window and import the xml file.

It is very easy to use, no more complicated than “Debug.Log” simply use Gamelog.AddToLog and pass anything you’d like to be included in the bug report.

Requires .NET 2.0, you must change your build settings from the default of .NET 2.0 Subset.

Documentation can be found here: http://purgatoryentertainment.weebly…mentation.html

Searching for my “invisibility” skill brings up only logs related to this skill.

The ingame log.
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The ingame log-with Necromancer GUI skin
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My team and I have long been awaiting a better console… One that can sort through your debug statements, log custom event types, and record vital system information. This tool literally saved us a boatload of production time, and more than a few headaches caused by the hours of trying to dig through ill-organized debug logs written to the output_log generated by Unity. Instead, this baby feeds you a nice xml file that you can import straight into the Game Logger console, and sort it to your needs. Or, if you prefer a .txt file, it will also generate one of those for you as well, and in a nice, organized fashion.

This asset was really thought-out… It separates your logs into TWO different log types. Debugs and Events. Debugs are the normal debug commands that you would print by using “Debug.Log()”. You can think of Events as exactly that, an event! You can further categorize the different types of events in your game by simply giving them a name such as “Combat”, “Movement”, “Inventory”, etc…

You can sort it by log type (Log, Exception, Warning, Combat, etc…), and further parse it down to what actual log it belongs to (the Debug log type, or the Event log type). If that’s not enough for you, you can also search through your logs using specific query functions like “Contains”, “Starts With”, “Ends With”, etc…

It comes fully packed with a notification system that will show a notification at the top of the screen if your player has encountered an error. You can choose what type of log will throw these notifications as well.

It offers version tracking of your game, it logs vital system information including Graphics Card Model, GPU Vendor, number of CPU’s, system RAM, Harddisk space, and MUCH more. Literally everything that CAN be logged about your system will be logged if you choose. If you decide you don’t want to log the system info, you can easily turn it off so as to clear log clutter.

This baby has an automatic log feature which will automatically write to your xml and text logs at an interval of your choosing, and will automatically delete a log if the log reaches a maximum file size of your choosing, if you choose to delete them.

It also features an in-game console for you to view while you are in an actual build of your game. Whether it be in the editor, in a development build, or in a production build, this will STILL work. The in-game log offers the ability to use custom GUI Skins, and can color code logs based on a color of your choosing. It also offers the ability for your users to send Emails with descriptions of the bug or problem they are having, and an attachment of any type if they so choose. If your user feels like an email just isn’t enough to get the point accross, it offers the ability to take a snapshot as well for them to attach to their email.

Literally EVERYTHING mentioned before is completely customizable via the editor. You can choose which key brings up the in-game console and which key takes a snapshot, what color your logs will be, how long notifications stay on the screen before fading away, etc…

All-in-all, this logger had me covered! It saved production a TON of time, and was well worth every penny.

Here are a couple of screenshots of Game Logger in action in my own game:

Bug Report Window showing graphics card information:

File Browser:

Thanks for posting those, Epictickle.

Also, if anybody has feedback or suggestions, I would love to hear them.