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Logs do not appear when Debug.Log() called on async callback and not on main thread. #17
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I'll try to reproduce the issue by calling Debug.Log in a separate thread, as soon as possible. |
Can you unzip the attached archive and import the unitypackage inside it to your project? I've updated the plugin and would appreciate it if you could give it a shot before I release the update publicly. |
Thanks! This works but adding static commands will not work in a build from my test. |
Do you mean the ConsoleMethod attribute? Did it work properly for the previous version? What are your build settings, e.g. IL2CPP, .NET 4.5, ProGuard minification and etc.? |
IL2CPP LogAllCommands and LogSystemInfo does not exist in DebugLogConsole. |
This release should fix it: IngameDebugConsole.zip |
@yasirkula Thank you! Commands work, debug logs also work async. All works with Proguard enabled too. |
- Added startMinimized option that can be enabled if enablePopup is disabled (it is basically a counterpart of startInPopupMode) - Added DebugLogConsole.AddCommand for adding strongly typed functions as commands to the console - Console commands now support Component parameter types - Fixed #12 and #13
Hello, @yasirkula really love the UnityIngameDebugConsole and your awesome unity plugins, works great, but I have found that logs do not appear in the console if we are using asynchronous callbacks, is there a way to make these visible?
An example of this is using Firebase storage and their ContinueWith() Task callbacks.
The logs appear in adb logcat fine, but I would also like to see them inside the in game console too.
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