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High-performance Unity iOS/Android logger built with native platform UI

Home Page: https://www.assetstore.unity3d.com/en/#!/content/43800

License: Other

Ruby 1.59% Objective-C 30.41% C 0.20% Shell 0.15% C# 20.58% Java 41.56% Swift 4.80% Gherkin 0.08% Kotlin 0.64%
unity3d unity unity3d-plugin unity-asset unity-ios unity-android android ios multi-touch-gestures stack-trace-frames

lunar-unity-console's Introduction

Lunar Unity Mobile Console

Build Status saythanks

Asset store links:

Requires Unity 5.2 or later.

iOS demo app: coming soon Apple forbids any kind of demos on the AppStore. Investigating...
Android demo app: https://play.google.com/store/apps/details?id=com.spacemadness.LunarConsole

discord

If you enjoy using the plugin - please, rate and review on the Asset Store!

Table of Contents

About

The project goal is to build a high-performance and lightweight Unity native iOS/Android console for ease of testing and debugging.

Platform Support

  • iOS: requires iOS 8 or later
  • Android: requires API Level 14 or later

Key Benefits

  • Native C/Objective-C/Java code with a low memory footprint.
  • Works well with huge logs amount (up to 65536 entries).
  • Completely built with native iOS/Android UI (does NOT rely on Unity GUI).
  • Resolution independent (looks great on highres/retina displays).
  • Does NOT modify scenes and does NOT add new assets.
  • Removes completely from the release build with a single mouse click or from command line (absolutely NO traces left).

Features

  • Instant error notification (never miss an unhandled exception again):

- Quick logger output access with a multi touch gesture:

- Crystal clear font and a nice mobile-friendly interface:

- User-Defined Actions & Variables (currently in preview):

- Transparent log overlay view:

- Filter by text and log type:

- Collapse similar elements:

- Tap log entry to view the stack trace:

- Copy-to-clipboard and e-mail options. - Automatic updates!

Installation

  • Automatic:
    Unity Editor Menu: Window ▶ Lunar Mobile Console ▶ Install...

  • Manual:
    Drag'n'Drop LunarConsol.prefab (Assets/LunarConsole/Scripts/LunarConsole.prefab) into your current scene hierarchy and save your changes. You only need to do it once for your startup scene.

Usage

You can open the console with a multi touch gesture or using the API call from a script (see API Guide for details).

Configuration

  • Select LunarConsole game object in the Hierarchy window.
  • Find Lunar Console script settings in the Inspector window.
    • Set the capacity (the maximum number of lines the console can hold). It's advised to keep this amount low (the more you have - the more memory it will take).
    • Set the trim amount (how many lines will be removed from the beginning of the log when console overflows).
    • Choose a gesture from the drop down list or select None to completely disable multi touch gestures (you would still be able to open the console from your scripts).
    • Check "Remove Rich Text Tags" to remove rich text tags from the output (may cause performance overhead).

User-Defined Actions and Variables (only available in PRO version)

For more information on Actions and Variables check the user guide.

Stack Trace Frames

Touch the log entry to view its stack trace.

Important: make sure to properly configure your build settings (File ▶ Build Settings...) otherwise you will only be able to see exceptions traces.

  • iOS: check the "Development Build" checkbox

  • Android: check the "Development Build" checkbox

For more info see: http://docs.unity3d.com/Manual/PublishingBuilds.html

Enabling/Disabling Plugin

If Lunar Mobile Console is

  • enabled - the plugin files would appear in your iOS/Android build: you can access the console with a multi touch gesture or from a script.
  • disabled - the plugin files would NOT appear in your iOS/Android build: you can't access the console (multi touch gestures or API calls would be ignored).

To

  • disable:
    Window ▶ Lunar Mobile Console ▶ Disable
  • enable:
    Window ▶ Lunar Mobile Console ▶ Enable

Important: make sure to "replace" your generated Xcode project whenever you switch the plugin from enabled to disabled (or back). Failing to do so may lead to an unexpected result!

For more detailed information check Wiki page: Enabling and Disabling Lunar Mobile Console.

Unity Cloud Build Support

Lunar Mobile Console is fully compatible with Unity Cloud Build.

  • For more information check the user guide
  • For Cloud Build related issues check the troubleshooting guide

Build System Support

You can enable/disable the plugin from the command line (and make it a part of your build process)

  • To disable:
    <UNITY_BIN_PATH> -quit -batchmode -executeMethod LunarConsoleEditorInternal.Installer.DisablePlugin
  • To enable:
    <UNITY_BIN_PATH> -quit -batchmode -executeMethod LunarConsoleEditorInternal.Installer.EnablePlugin

<UNITY_BIN_PATH> locations:

  • Mac OS X: /Applications/Unity/Unity.app/Contents/MacOS/Unity
  • Windows: c:\Program Files\Unity\Editor\Unity.exe
  • Linux: TBD
    Note: if you're using Lunar Mobile Console older than v0.8.0 (v0.0.1b-v0.7.1) you would need to use LunarConsolePluginInternal.Installer.DisablePlugin and LunarConsolePluginInternal.Installer.EnablePlugin instead.

Troubleshooting

Please, visit the Troubleshooting Wiki page or post your question on the official forum thread.

Miscellaneous

Check for Updates

Window ▶ Lunar Mobile Console ▶ Check for updates...

Bug Reports

Window ▶ Lunar Mobile Console ▶ Report bug...

Contacts

For anything else: [email protected]

Social Media

Thanks for using Lunar Mobile Console!

lunar-unity-console's People

Contributors

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lunar-unity-console's Issues

Signing contributing license

Hey, Alex!

I saw that you added contributing license to the project. Is it still work in progress or it's done and I can sign it?

Also we can mention other contributors in this issue so they may decide to also sign the license.

Can't not import 'lunar-console.aar' file.

Can't enable Android plugin: unable to create importer for 'Assets/LunarConsole/Editor/Android/lunar-console.aar'. Re-install Lunar Mobile Console to fix the issue.
UnityEngine.Debug:LogErrorFormat(String, Object[])
LunarConsoleEditorInternal.AndroidPlugin:SetEnabled(Boolean) (at Assets/LunarConsole/Editor/AndroidPlugin.cs:48)
LunarConsoleEditorInternal.Autorun:.cctor() (at Assets/LunarConsole/Editor/Autorun.cs:53)
UnityEditor.EditorAssemblies:ProcessInitializeOnLoadAttributes()

I can't import Lunar Mobile Console PRO v1.4.0 even in new empty project(Unity 5.6.0f3).
I tried removing asset cache and retry download, but it didn't work.
(Cache path C:\Users[USERNAME]\AppData\Roaming\Unity\Asset Store-5.x\SpaceMadness)

ResolveVariables increases time to enter Play Mode

~200ms are spent (for me) in ReflectionUtils.FindTypes when entering play mode. The call is caused by LunarConsole.OnEnable->EnablePlatform->InitPlatform->ResolveVariables. Is this something you can optimize?

How to use console on Unity 4.6.5?

I download and import from asset store.

Change

                        Application.logMessageReceived += delegate(string message, string stackTrace, LogType type) {
                            platform.OnLogMessageReceived(message, stackTrace, type);
                        };

to

                        Application.RegisterLogCallback(delegate(string message, string stackTrace, LogType type) {
                            platform.OnLogMessageReceived(message, stackTrace, type);
                        });

It gives this error:

Can't init LunarConsole: java.lang.ClassNotFoundException: spacemadness.com.lunarconsole.console.ConsolePlugin

ResolveVariables() error

Scripting Backend: IL2CPP
Android version: 8.0.0
Device model: Samsung galaxy s8 plus
Unity version: 2018.3
Host OS version: Windows 10

Got this error on my device:
[Lunar Mobile Console] Unable to list types
System.Configuration.ConfigurationCollectionAttribute::.ctor
at System.Configuration.ConfigurationCollectionAttribute..ctor (System.Type itemType) [0x00000] in <00000000000000000000000000000000>:0
at System.MonoCustomAttrs.GetCustomAttributesBase (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inheritedOnly) [0x00000] in <00000000000000000000000000000000>:0
at System.MonoCustomAttrs.GetCustomAttributes (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inherit) [0x00000] in <00000000000000000000000000000000>:0
at LunarConsolePluginInternal.ReflectionUtils+<>c__DisplayClass11_0.b__0 (System.Type type) [0x00000] in <00000000000000000000000000000000>:0
at LunarConsolePluginInternal.ReflectionUtils.FindTypes (System.Reflection.Assembly assembly, LunarConsolePluginInternal.ReflectionTypeFilter filter) [0x00000] in <00000000000000000000000000000000>:0
at LunarConsolePluginInternal.ReflectionUtils.FindAttributeTypes (System.Reflection.Assembly assembly, System.Type attributeType) [0x00000] in <00000000000000000000000000000000>:0
at LunarConsolePlugin.LunarConsole.ResolveVariables () [0x00000] in <00000000000000000000000000000000>:0
at LunarConsolePlugin.LunarConsole.InitPlatform (System.Int32 capacity, System.Int32 trim, LunarConsolePlugin.LunarConsoleSettings settings) [0x00000] in <00000000000000000000000000000000>:0
at LunarConsolePlugin.LunarConsole.EnablePlatform () [0x00000] in <00000000000000000000000000000000>:0
at LunarConsolePlugin.LunarConsole.OnEnable () [0x00000] in <00000000000000000000000000000000>:0

stripping is disabled
last free version from asset store

Open console gesture issue on ios after modify CVar dialog, Unity 5.5.2p3

Hello there, i have some strange issue on ios.
To reproduce it just create an empty scene with lunar console prefab, create some CVars, then build it to ios device. When i open and close modify value native dialog by pressing some CVar value in a right tab of lunar console, console won't open again by default 2 fingers down gesture. I found it only on ios, android build works fine. How can i fix that?

Add a position option for the transparent overlay

Being in the upper left hand corner the text gets cut off on a rounded screen and potentially screens with notches (I'm assuming). Also, the position could overlay UI elements making visibility poor. Have a way to position the text in the settings or via API would help.

Crash on Unity Open Project

Hello, with the new project on OSX 10.11.6 the Unity project sometimes crash on compilation of scripts. If I remove the Lunar console from the asset the projectdoes not crash and I can reimport the Lunar console with the project open.

Any idea where I can get a crash log? Unity/Editor.log seems not reporting anything of interesting.

LunarConsole enforces READ_PHONE_STATE on Android

Hi,

our game is asking on Android devices for the permission to do phone calls when Lunar is integrated.
This is because of your integrated analytics and it's usage of UnityEngine.SystemInfo.deviceUniqueIdentifier, which in turn causes Unity to automatically add android.permission.READ_PHONE_STATE to the Android Manifest.

We don't use Lunar in release builds, but still it shocked our testers first and this pushes our development builds further away from the Live state, because the build process is indirectly modified with this additional permission.

Is using the device ID really necessary? Can't you just switch to the advertisement ID or remove this completely on mobile?

Option to disable Update check/Tracking

Can we please have an option to disable the update check in Autorun.cs (costs time to enter playmode)? Also an option to disable tracking would be nice (data privacy).

Install does not set the Scene dirty

When using Window -> Lunar Mobile Console -> Install the prompt suggest to save the scene afterwards.
But when the Prefab gets added to the scene the scene isn't set to dirty so it is not possible to save it.

It seems that you are missing an Undo.RecordObject in your editor script.

Unity Version: 2018.2.5f1
Lunar Pro Version: 1.5.3

Workaround: As a workaround simply change somthing else in the scene aswell to save it.

API Calls are undocumented

Hi guys,

you have a link in your documentation (under "Usage") that leads to an non existing "API Calls" documentation.

You can open the console with a multi touch gesture or using the API call from a script (see API Calls for details).

If someone else missing it and is reading this here.
You should take a look in the LunarConsole Component Script (LunarConsole.cs) to find all functions.

To open the console from script: LunarConsolePlugin.LunarConsole.Show();

Jan

PS: Nice asset! Very useful.
PPS: Also the link to the asset store is wrong.
PPPS: You should think about a version that runs in VR.

Feature request: Organize Actions into sections

Hello!

I'd like to be able to organize Actions into different sections.

Preferably the sections should be collapsable with a setting for whether it should be collapsed from start or not.

Two examples of what the syntax could look like below.
Sorted under Gameplay - LunarConsolePlugin.LunarConsole.RegisterAction("Gameplay/ActivatePowerup", PowerupEnabled)
Sorted under Map - LunarConsolePlugin.LunarConsole.RegisterAction("Map/LoadTutorial", LoadTutorial)

Thanks!

Settings Screen not working on Android in Unity 2018.x

The settings screen is displayed black on Andriod when built with Unity 2018.x
With Unity 2017.3 it works as expected.

I'm using Lunar Mobile Console - PRO v1.5.3
Tested with OnePlus One (Android 6) and Asus ZenPhone AR (Android 7)

Lunar uses variables cache

Hi,
I am not sure if somebody else encounter this "problem" but I couldn't find anything in the docs or issues.
In general, looks like Lunar Console caches user variables in a way which is confusing, to me at least.

What do I mean?

  1. Create Lunar variable "playerSpeed".
  2. Everything works I can edit it on my Android, awesome.
  3. For any reason I don't want to expose this variable to Lunar console any more, so I remove it from variables and callbacks code.
  4. I deploy modified Lunar script, and somehow, variables are still set from last Lunar values on device. Even if it's not in the Lunar variables/callbacks code any more it is still used, don't know it works. Probably something with serializing.
  5. What helps is clearing app cache on Android, this removes this "caching" effect.

I spent some time trying to figure it out why some parameters are changed even if they are not in the Lunar console code and I think that is the case.

Does it make sense at all?

Error: Stale Touch Detected! on multitouch iOS

Hello!
How to reproduce:
Create unity project with Lunar implemented.
Create canvas with render mode Screen space - overlay.
Create any image under canvas.
Create default event System.
Build for iOS and deploy on device. iOS 10.3.2 and 10.1.1, Unity 5.5.3f1 or 5.5.6p2 or 5.5.1p3.
In runtime place one finger on image and start tapping by second. There will be error:
Stale touch detected!
(Filename: /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/iPhoneInputImpl.mm Line: 396)

It is not reproducable without Lunar or with disabled Lunar.

NullReferenceException

NullReferenceException: Object reference not set to an instance of an object UnityEditor.Editor.get_referenceTargetIndex () (at C:/buildslave/unity/build/artifacts/generated/common/editor/EditorBindings.gen.cs:162) UnityEditor.Experimental.AssetImporters.AssetImporterEditor.get_referenceTargetIndex () (at C:/buildslave/unity/build/Editor/Mono/ImportSettings/AssetImporterEditor.cs:25) UnityEditor.Editor.get_target () (at C:/buildslave/unity/build/artifacts/generated/common/editor/EditorBindings.gen.cs:148) UnityEditor.Experimental.AssetImporters.AssetImporterEditor.OnDisable () (at C:/buildslave/unity/build/Editor/Mono/ImportSettings/AssetImporterEditor.cs:84) UnityEditor.AssetDatabase:DeleteAsset(String) LunarConsoleEditorInternal.Autorun:CleanLegacyFiles() (at Assets/LunarConsole/Editor/Autorun.cs:64) LunarConsoleEditorInternal.Autorun:.cctor() (at Assets/LunarConsole/Editor/Autorun.cs:54) UnityEditor.EditorAssemblies:ProcessInitializeOnLoadAttributes()

This happens while running in the editor.

Console.OnMessageReceived Event

Hi there,

Can you please provide a OnMessageRecieve Callback so when console receive any message we can trigger something on Unity side on Pro version.

Thanks

Crash when losing internet connection

Hey,

whenever we activate Lunar in our Debug builds and lose the internet connection (e.g. because we activate flight mode or just lose 3G connection), our app crashes.

Our build info is:

  • Platform: Android
  • Scripting backend: IL2CPP (does not happen with Mono)
  • Build options: Debug builds, Lunar activated (does not happen with deactivated Lunar)

From logcat we get the following stack trace.

08-03 11:11:10.788: A/libc(20827): Fatal signal 11 (SIGSEGV), code 1, fault addr 0x0 in tid 21176 (UnityMain)
08-03 11:11:10.901: A/DEBUG(217): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
08-03 11:11:10.902: A/DEBUG(217): Build fingerprint: 'google/volantis/flounder:6.0.1/MMB29R/2482564:user/release-keys'
08-03 11:11:10.902: A/DEBUG(217): Revision: '0'
08-03 11:11:10.902: A/DEBUG(217): ABI: 'arm'
08-03 11:11:10.903: A/DEBUG(217): pid: 20827, tid: 21176, name: UnityMain  >>> [our app id] <<<
08-03 11:11:10.903: A/DEBUG(217): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0
08-03 11:11:10.968: A/DEBUG(217):     r0 ffb5337c  r1 00000001  r2 00000000  r3 d6d02930
08-03 11:11:10.969: A/DEBUG(217):     r4 00000000  r5 dbb4c0ac  r6 d9614fc0  r7 d9614fc0
08-03 11:11:10.969: A/DEBUG(217):     r8 d07c91c0  r9 d9614fc0  sl dfbcd72c  fp d6d022a0
08-03 11:11:10.969: A/DEBUG(217):     ip d6d02aa8  sp d6d02290  lr db6c82a8  pc db69ef50  cpsr 400b0010
08-03 11:11:11.212: A/DEBUG(217): backtrace:
08-03 11:11:11.213: A/DEBUG(217):     #00 pc 0167ef50  /data/app/[our app id]/lib/arm/libil2cpp.so (il2cpp::vm::StackTrace::GetStackFrames()+48)
08-03 11:11:11.213: A/DEBUG(217):     #01 pc 01677610  /data/app/[our app id]/lib/arm/libil2cpp.so (il2cpp::vm::Exception::Raise(Il2CppException*)+40)
08-03 11:11:11.214: A/DEBUG(217):     #02 pc 01677720  /data/app/[our app id]/lib/arm/libil2cpp.so (il2cpp::vm::Exception::RaiseNullReferenceException()+16)
08-03 11:11:11.214: A/DEBUG(217):     #03 pc 012446c4  /data/app/[our app id]/lib/arm/libil2cpp.so (PlatformAndroid_OnLogMessageReceived_m699934881+652)
08-03 11:11:11.214: A/DEBUG(217):     #04 pc 0123fe44  /data/app/[our app id]/lib/arm/libil2cpp.so (LunarConsole_OnLogMessageReceived_m4020758908+312)
08-03 11:11:11.214: A/DEBUG(217):     #05 pc 011631b8  /data/app/[our app id]/lib/arm/libil2cpp.so (LogCallback_Invoke_m3921378796+208)
08-03 11:11:11.215: A/DEBUG(217):     #06 pc 011630c0  /data/app/[our app id]/lib/arm/libil2cpp.so (Application_CallLogCallback_m3408386792+216)
08-03 11:11:11.215: A/DEBUG(217):     #07 pc 009dbc84  /data/app/[our app id]/lib/arm/libil2cpp.so (RuntimeInvoker_Void_t1841601450_Il2CppObject_Il2CppObject_Int32_t2071877448_SByte_t454417549(MethodInfo const*, void*, void**)+60)
08-03 11:11:11.215: A/DEBUG(217):     #08 pc 016508f0  /data/app/[our app id]/lib/arm/libil2cpp.so (il2cpp::vm::Runtime::Invoke(MethodInfo const*, void*, void**, Il2CppException**)+60)
08-03 11:11:11.216: A/DEBUG(217):     #09 pc 0071acf0  /data/app/[our app id]/lib/arm/libunity.so (ScriptingInvocation::Invoke(Il2CppException**, bool)+96)
08-03 11:11:11.216: A/DEBUG(217):     #10 pc 00c41d8c  /data/app/[our app id]/lib/arm/libunity.so (LogCallbackImplementation(std::string const&, std::string const&, int, bool)+140)
08-03 11:11:11.216: A/DEBUG(217):     #11 pc 00439fb0  /data/app/[our app id]/lib/arm/libunity.so (DebugStringToFilePostprocessedStacktrace(DebugStringToFileData const&)+360)
08-03 11:11:11.217: A/DEBUG(217):     #12 pc 0043a9f0  /data/app/[our app id]/lib/arm/libunity.so (DebugStringToFile(DebugStringToFileData const&)+648)
08-03 11:11:11.217: A/DEBUG(217):     #13 pc 00439da4  /data/app/[our app id]/lib/arm/libunity.so (DebugStringToFile(char const*, int, char const*, int, LogMessageFlags, int, int, void (*)(CppLogEntry const&))+92)
08-03 11:11:11.217: A/DEBUG(217):     #14 pc 004d581c  /data/app/[our app id]/lib/arm/libunity.so (PingImpl(void*)+1856)
08-03 11:11:11.217: A/DEBUG(217):     #15 pc 00588770  /data/app/[our app id]/lib/arm/libunity.so (Thread::RunThreadWrapper(void*)+84)
08-03 11:11:11.217: A/DEBUG(217):     #16 pc 000415af  /system/lib/libc.so (__pthread_start(void*)+30)
08-03 11:11:11.218: A/DEBUG(217):     #17 pc 0001918b  /system/lib/libc.so (__start_thread+6)

Add length and time options for transparent overlay

It'd be very useful to be able to customize the length of time and how many lines of text appear on screen for the overlay. Add the options in the settings or via API to control it. This is useful in conjunction with the position feature requested in #130 to improve visibility of messages.

Show actions and varialbes

We have a case where we want to show the actions and variables directly without having to go through the console. Right now I can only explicitly show the console but there is no parameter to indicate that I want to go directly to the cheats.

Is Editor support planned?

Is there anything planned to get the console also running in the editor in playmode? Especially the Actions and Variables part?

"Local reference table overflow" in android

Hi. I'm using lunar console in my game.

Unity version is 5.3.5f1.

In iOS, lunar is fine. It's very good to see and search logs. Thanks!

But when I applied lunar in Android, it makes error below:

art/runtime/indirect_reference_table.cc:115] JNI ERROR (app bug): local reference table overflow (max=512)
art/runtime/indirect_reference_table.cc:115] local reference table dump:
art/runtime/indirect_reference_table.cc:115]   Last 10 entries (of 512):
art/runtime/indirect_reference_table.cc:115]       511: 0x143de000 java.lang.String "2017-01-11,13:49... (1275 chars)
art/runtime/indirect_reference_table.cc:115]       510: 0x1410ac40 java.lang.String ""
art/runtime/indirect_reference_table.cc:115]       509: 0x143dd000 java.lang.String "2017-01-11,13:49... (1276 chars)
art/runtime/indirect_reference_table.cc:115]       508: 0x1410ac30 java.lang.String ""
art/runtime/indirect_reference_table.cc:115]       507: 0x143dc000 java.lang.String "2017-01-11,13:49... (1273 chars)
art/runtime/indirect_reference_table.cc:115]       506: 0x1410ac20 java.lang.String ""
art/runtime/indirect_reference_table.cc:115]       505: 0x143db000 java.lang.String "2017-01-11,13:49... (1275 chars)
art/runtime/indirect_reference_table.cc:115]       504: 0x1410ac10 java.lang.String ""
art/runtime/indirect_reference_table.cc:115]       503: 0x143da000 java.lang.String "2017-01-11,13:49... (1271 chars)
art/runtime/indirect_reference_table.cc:115]       502: 0x1410ac00 java.lang.String ""
art/runtime/indirect_reference_table.cc:115]   Summary:
art/runtime/indirect_reference_table.cc:115]         1 of com.unity3d.player.UnityPlayer$b
art/runtime/indirect_reference_table.cc:115]       511 of java.lang.String (511 unique instances)
art/runtime/indirect_reference_table.cc:115] 

It seems about log string is too many to handle. But without lunar, it's not appear.

Can I get information for find cause of this problem?

Console blocks app after minimize/restore

  1. Launch app with enabled Lunar
  2. Minimize/restore app

Device mode: Nexus 5
Android 6.0
Unity version 2017.2.0f3
Lunar Version: 1.5.2

Lunar settings:
exception warning - true
trans log overlay - true
sort actions - true
sort variables - true
email -
capacity 4096
trim 512
gesture - swipe down
remove rich text tags - false

Setup Variables at runtime, and document it.

To create Variables at runtime I did this. It should be mentioned in the docs.

public class SettingsConsoleVariables : MonoBehaviour
{
    public Settings settings;
    public static CVar factor;

    private void Start()  // Note: setup on Start not Awake
    {
        LunarConsole console = GetComponent<LunarConsole>();
        factor = new CVar("factor", settings.factor);
        factor.AddDelegate(OnFactorUpdate);
        console.registry.Register(factor);
        // would be nice to say: factor = LunarConsole.Register("factor", settings.factor, OnFactorUpdate);
    }

    void OnFactorUpdate(CVar cvar)
    {
        settings.factor = cvar;
    }
}

NSRangeException at LUMutableArray.m:73

Hello there, i've got an exception on ios:

Fatal Exception: NSRangeException
0 CoreFoundation 0x182d842d8 __exceptionPreprocess
1 libobjc.A.dylib 0x194a500e4 objc_exception_throw
2 CoreFoundation 0x182c6785c -[__NSArrayM removeObjectAtIndex:]
3 0x101bec7bc -[LUMutableArray objectAtIndex:] (LUMutableArray.m:73)
4 0x101c183e4 -[LUConsoleLogEntryList entryAtIndex:] (LUConsoleLogEntryList.m:116)
5 0x101c17580 -[LUConsole entryAtIndex:] (LUConsole.m:51)
6 0x101bb4c58 -[LUConsoleOverlayController lunarConsole:didAddEntryAtIndex:trimmedCount:] (LUConsoleOverlayController.m:115)
7 0x101bb52d8 -[LUConsoleOverlayController lunarConsole:didUpdateEntryAtIndex:trimmedCount:] (LUConsoleOverlayController.m:144)
8 0x101c178a0 -[LUConsole logMessage:stackTrace:type:] (LUConsole.m:77)
9 0x101bd27bc __46-[LUConsolePlugin logMessage:stackTrace:type:]_block_invoke (LUConsolePlugin.m:190)
10 0x101be3674 lunar_dispatch_main (LUThreading.m:34)
11 0x101bd26f8 -[LUConsolePlugin logMessage:stackTrace:type:] (LUConsolePlugin.m:188)
12 0x101c25f9c __lunar_console_log_message (lunar_unity_native_interface.m:91)

I get an exception in Unity 2018.3.7f1

[Lunar Mobile Console] Unable to list types for assembly: Accessibility, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <d7ac571ca2d04b2f981d0d886fa067cf>:0 at LunarConsolePluginInternal.ReflectionUtils.FindTypes (System.Reflection.Assembly assembly, LunarConsolePluginInternal.ReflectionTypeFilter filter) [0x00008] in D:\Projects\MyProject\Assets\LunarConsole\Scripts\Utils\ReflectionUtils.cs:274 UnityEngine.Debug:LogError(Object) LunarConsolePluginInternal.Log:e(Exception, String) (at Assets/LunarConsole/Scripts/Utils/Log.cs:61) LunarConsolePluginInternal.Log:e(Exception, String, Object[]) (at Assets/LunarConsole/Scripts/Utils/Log.cs:54) LunarConsolePluginInternal.ReflectionUtils:FindTypes(Assembly, ReflectionTypeFilter) (at Assets/LunarConsole/Scripts/Utils/ReflectionUtils.cs:285) LunarConsolePluginInternal.ReflectionUtils:FindAttributeTypes(Assembly, Type) (at Assets/LunarConsole/Scripts/Utils/ReflectionUtils.cs:261) LunarConsolePluginInternal.ReflectionUtils:FindAttributeTypes(Assembly) (at Assets/LunarConsole/Scripts/Utils/ReflectionUtils.cs:256) LunarConsolePlugin.LunarConsole:ResolveVariables() (at Assets/LunarConsole/Scripts/LunarConsole.cs:341) LunarConsolePlugin.LunarConsole:InitPlatform(Int32, Int32, LunarConsoleSettings) (at Assets/LunarConsole/Scripts/LunarConsole.cs:245) LunarConsolePlugin.LunarConsole:EnablePlatform() (at Assets/LunarConsole/Scripts/LunarConsole.cs:197) LunarConsolePlugin.LunarConsole:OnEnable() (at Assets/LunarConsole/Scripts/LunarConsole.cs:140)

Change default setting value in source code

Thnak you for great tool!
Our team using this asset, and several designer and artist request 'changing default setting' when application installed. Can I change this with API?

Setting

  • Enable Exception Warning
  • Enable Transparent Log

Varibales are not found in Unity 2017.4.1f1

Hi, we bought the pro version since I liked some features more than Touchconsole Pro but I have been facing a few problem with the code.

I tried to use the variables but the way it treats the assemblies would not find all the possible classes that are defined, I think Unity recently divided the assembly in several ones, this might have broken the variables functionality.

Wrong layout with large log message on iOS

Hello, i have some layout issues on iOS with large log message. Screenshot from iphone7.
Also, i set "Default Orientation" in unity player settings to "Auto Rotation" and check only landscape right/left, but console can be rotated into any orientation.

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