How to Use Rich Text to Write Better Logs

In this Unity tutorial, I’m gonna teach you how to write Debug.Log statements that are both more meaningful and easier to read.

Download the project at https://www.patreon.com/posts/29898031

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Thanks for your useful channel!

For 4K I use a 42 inches curve TV as a monitor at about 73cm away. This give you room in the table for books, sketchbooks, etc…

I add a toggle for debugging
I add the name of my script into the debug.
And This is my template

using UnityEngine;

/**************************************************************************************
*
*  Soaring Stars Lab
*  2020 Alan Mattano
*  #SCRIPTNAME#
*
*      .
*
*          .
*
* ************************************************************************************/


public class #SCRIPTNAME# : MonoBehaviour
{
    #region VARIABLES
    public bool console = true;

    [Space][Header("#SCRIPTNAME#")]
    [Space(25)]
    [Space]

    // PUBLIC
    [Range(0, 3.5f)]
    [Tooltip("Info")]
    public float value;

    // PRIVATE
    #endregion

    void Awake()
    {
        if (console) Debug.Log("#SCRIPTNAME# Awake and writing...\n");
    }

    void Start ()
    {
        #NOTRIM#
    }

 
    void Update ()
    {
        #NOTRIM#
    }

    //------------------------------- FUNCTIONS ------------------------------------
} // --------------------------------------------------------------- Alan Mattano }}

From that, I delete a lot but faster than adding.
All my scripts have it’s console boolean for debugging.
After testing the script I just turn it off.
I take it out when profiling just before shipping using substitution.
Or when refactoring if the code is very simple.
My keyboard has a programmable button that types
if (console) Debug.Log("\n");
but just a copy and past from awake is better because it contains the script name.

TDD helps a lot to reduce console debugging: