Some Debug.Log executes not printing

I use Debug.Log for debug trace statements. Some of my Debug.Log print statements are not printing. I have tried putting:

Debug.logger.logEnabled = true;

immediately before every single such Debug.Log statement (to guarantee that debug logging hasn’t
somehow been turned off). That doesn’t help. has no affect on the trace output. What in the world could be causing random(apparently) Debug.Log statements to fail?

First of all, try to run a Debug.Log() in any Start(), out of any IF statement. Also, check that you have this three toggle buttons enabled.

Image to describe what is needed to check

I believe that the Debug.Log statements are indeed being executed. Some show up in the console trace, some do not. I wonder if some kind of memory leak is involved. I see no evidence that a bad string is being passed into the Debug.Log statement. There …was… no Start() in my code at all, I added a Start() to my GameManager and put a Debug.Log statement in it and I see that statement being printed out. All those three buttons are on as suggested by Maximentu. Stack Trace Logging is set to Full for all categories. I see lots and lots of trace output. In fact, during my present test run, the 1st two times this routine is called (the one with the peek-a-boo Debug.Log prints) I see exactly the trace output I expect. On the 3rd call though some Debug.Log outputs start vanishing.

Here is a cut-down version of the routine in question:

       public static void adjust_those_graphics_objects_in_this_square(int row, int col, int old_row, int old_col)    {
            byte[] just_one_piece_here = { 1 }, bump_up = { 0 };
            float[] large_y_offset = { 0.0f }, small_y_offset = { 0.0f };
            float[] inside_square_x_offset = { 0.0f }, inside_square_z_offset = { 0.0f };  
            float row_offset = 0.0f, col_offset = 0.0f;
            float final_x_offset = 0.0f, final_z_offset = 0.0f;
            int row_diff, col_diff;
            byte this_row, this_col;
            GameObject a;
            float x_start = -11.59f, y_start = -7.57f;
            float IN_SQ_OFF = -.25f;
            Debug.Log("AAAAadjust_those_ runs:r:" + row + " c:" + col + " or:"+ old_row + " oc:" + old_col);
           //many lines of code left out here
             Debug.logger.logEnabled = true; Debug.Log("pre black list scan");
             for (i = 0; i < WecGame.black_list_top; i++)
            {
                Debug.Log("black item:"+i);
                if (WecGame.ap[WecGame.black_list<em>].row == row && WecGame.ap[WecGame.black_list*].col == col)*</em>

{
Debug.logger.logEnabled = true;
Debug.Log(“1111111111111111111111111111111SHOULD see”);
//a bunch of code lines left out here
a = GameObject.FindWithTag((WecGame.ap[WecGame.black_list*].selection_number).ToString());
if (a) Debug.Log(“found a”); else
Debug.Log(“no find a”);
_//a few code lines left out*
Debug.Log(“preconfirm print:x:” + a.transform.position.x + " y:" + a.transform.position.y + " z:" + a.transform.position.z);
Debug.logger.logEnabled = true;
row_diff = row - old_row;
col_diff = col - old_col;
Debug.Log(“row_diff:”+row_diff+" col_diff:“+col_diff+” final x:“+(col_diff + inside_square_x_offset[0])+” 2nd:“+(row_diff+inside_square_z_offset[0])+” 3rd:"+small_y_offset[0]);
a.transform.Translate(col_diff +inside_square_x_offset[0],small_y_offset[0],row_diff + inside_square_z_offset[0]);
Debug.Log(“confirm print:x:” + a.transform.position.x + " y:" + a.transform.position.y + " z:" + a.transform.position.z+" this i:"+i);
}
}
}
Here is a cut-down version of the trace results of a test run. I show here 2 portions of the trace results. 1st I show the execute results for a run of this routine which occurs before the peek-a-boo execute. This 1st portion displays as I expect:
*AAAAadjust_those runs:r:3 c:7 or:1 oc:9*

pre black list scan
black item:0
//all black items are displayed
1111111111111111111111111111111SHOULD see
//one of’em is the right one,the piece presently being moved (or rather the GameObject version of it is now being adjusted, in the game data structures the piece has already been moved.)
found a//good Find occurs
preconfirm print:x:-10.552 y:-0.253 z:3.193568
row_diff:2 col_diff:-2 final x:2 2nd:1.75 3rd:0
confirm print:x:-12.552 y:-0.253 z:4.943568 this i:20//in particular note this value. this is the 20 iteration of the loop
Then I make another move, then I make another move, then peek-a-boo occurs. This next execution of the subroutine has this trace:
AAAAadjust_those_ runs:r:4 c:9 or:0 oc:9
preconfirm print:x:-10.587 y:-0.2568252 z:3.723569
row_diff:4 col_diff:0 final x:0 2nd:3.75 3rd:0
confirm print:x:-10.587 y:-0.2568252 z:7.473569 this i:6//note the 6 here. THIS is what makes me think the loop did run normally. I SHOULD have seen all the “black item:” prints (6 of 'em), I SHOULD have seen the “11111111SHOULD see” print, and should have seen the “found a” print(or else should have seen a “no find a” print).
Suggestion to Unity:Make it so you can mouse copy trace results from the console window. It would have been easier to compose this reply if I could have copyied and pasted text from there.
Peek-a-boo does not seem to be a show stopper. At the moment I think I can continue to work.