Hello there,
I want to collect log files from Windows standalone users to detect errors in the build. But I am completely clueless which file is storing these errors? Or are error logs only generated for development builds?
Google “unity runtime log files”
I already read those search results. Which file I should look for in user device? Editor.log? Player.log?
output_log.txt?
Well, is the end user going to have an editor only log on their computer?
It should be pretty clear you want the player.log: Unity - Manual: Log files
Player.log only have these lines:
Mono path[0] = 'C:/Program Files (x86)/Steam/steamapps/common/Space Menace/Space Menace_Data/Managed'
Mono config path = 'C:/Program Files (x86)/Steam/steamapps/common/Space Menace/MonoBleedingEdge/etc'
Loading player data from C:/Program Files (x86)/Steam/steamapps/common/Space Menace/Space Menace_Data/data.unity3d
Initialize engine version: 2020.3.47f1 (5ef4f5b5e2d4)
[Subsystems] Discovering subsystems at path C:/Program Files (x86)/Steam/steamapps/common/Space Menace/Space Menace_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1
Direct3D:
Version: Direct3D 11.0 [level 11.0]
Renderer: NVIDIA GeForce GT 710 (ID=0x128b)
Vendor:
VRAM: 2007 MB
Driver: 27.21.14.5671
Begin MonoManager ReloadAssembly
- Completed reload, in 1.869 seconds
<RI> Initializing input.
<RI> Input initialized.
<RI> Initialized touch support.
UnloadTime: 4.133700 ms
No log files found in directory.
Unloading 7 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 6.410700 ms
Unloading 41 unused Assets to reduce memory usage. Loaded Objects now: 7112.
Total: 11.267400 ms (FindLiveObjects: 0.337700 ms CreateObjectMapping: 0.163000 ms MarkObjects: 10.692800 ms DeleteObjects: 0.073500 ms)
Unloading 8 Unused Serialized files (Serialized files now loaded: 3)
UnloadTime: 5.100000 ms
Unloading 50 unused Assets to reduce memory usage. Loaded Objects now: 43847.
Total: 58.337800 ms (FindLiveObjects: 2.228900 ms CreateObjectMapping: 1.634900 ms MarkObjects: 54.027100 ms DeleteObjects: 0.446300 ms)
Unloading 5 Unused Serialized files (Serialized files now loaded: 3)
UnloadTime: 22.182700 ms
Unloading 1185 unused Assets to reduce memory usage. Loaded Objects now: 19456.
Total: 27.714300 ms (FindLiveObjects: 0.971700 ms CreateObjectMapping: 1.106500 ms MarkObjects: 24.924500 ms DeleteObjects: 0.711300 ms)
Unloading 7 Unused Serialized files (Serialized files now loaded: 3)
UnloadTime: 2.490200 ms
Unloading 53 unused Assets to reduce memory usage. Loaded Objects now: 45029.
Total: 65.302600 ms (FindLiveObjects: 2.330100 ms CreateObjectMapping: 1.571700 ms MarkObjects: 61.172600 ms DeleteObjects: 0.227800 ms)
Unloading 5 Unused Serialized files (Serialized files now loaded: 3)
UnloadTime: 35.247000 ms
Unloading 1176 unused Assets to reduce memory usage. Loaded Objects now: 19475.
Total: 28.671000 ms (FindLiveObjects: 0.955900 ms CreateObjectMapping: 1.111900 ms MarkObjects: 25.906700 ms DeleteObjects: 0.696100 ms)
Setting up 2 worker threads for Enlighten.
Thread -> id: 127c -> priority: 1
Thread -> id: 16a8 -> priority: 1
Not looking like the file I am looking for.
Yes it is mate.
It will contain the Debug.Log outputs and other logs/exceptions that happen during a built project. There just happens to be none in the example you’ve shown.
I use it on a daily basis when testing builds (which you should do regularly).
If that game is not yours, the developer may have disabled or filtered the logs. You should be able to redirect the log output to a specific location by using the -logFile <filename>
command line option when starting the standalone application.