Which file store all error logs in the user build

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

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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).

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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.

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