I have a problem with the editor crashing when I am trying to run my game without any usable error messages. I was hoping to find a output.log but I have failed to see such a file. Basically I want to access the debug log output to see if I can find any obvious errors.
In the upper-right corner of the console window, there's two buttons for opening up the Editor and Player logs. If Unity crashes on you and you're interested in getting the log before re-launching it, you can also grab the log files here:
For OS X:
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None of these answers mention log files from standalone builds -- do those exist, and if so where?
Found it! It's in the data folder of the standalone build, called output_log.txt. (http://answers.unity3d.com/questions/1511/where-is-the-output-log-file-on-mac)
Yeah, and this question isnt about the standalone log files. This is the logfiles produced for the editor.
Answer by AngryAnt
Jan 05, 2010 at 03:58 PM
In the upper-right corner of the console window, there's two buttons for opening up the Editor and Player logs.
If Unity crashes on you and you're interested in getting the log before re-launching it, you can also grab the log files here:
Info available from http://unity3d.com/support/documentation/Manual/Web%20Player%20Debugging.html
What I usually do on OS X is view the log file with Console.app (/Applications/Utilities/Console.app) for a live update of things. Its also got a nice hierarchy view on its left for quickly switching between monitored logs.
Thanks. It was GUILayout.TextField which crashed the entire editor when sending a null string.
Actually - it only shows the current log. When I boot up the editor after the crash I can't access the (old) log.
Updated the answer.
On Windows 7, I am finding it here, instead: C:\Users(current user)\AppData\Local\Unity\Editor
Awesome, thanks! My log didn't have a stack trace, but it indicated a D3D problem. The issue seems to have gone away after docking the game view back into the editor and then undocking it. The problem started after copying someone else's scene (library, cache, and all) onto my machine.
Answer by duck
Jan 05, 2010 at 04:27 PM
As already noted, you can open the current editor log by clicking the 'player log' or 'editor log' in the upper right corner of the console window.
In addition, as well as "Editor.log", Unity also keeps the editor log from the previous run in the same location as the current editor log file, named "Editor-prev.log".
On Windows, you can find these files in:
C:\Documents and Settings\Ben\Local Settings\Application Data\Unity\Editor
And on a Mac, you can find it here:
However, A neat way to deal with the problem of viewing logs to debug a crash is open your .log files with a text editor which detects changes to a file and notifies your or refreshes with the current changes (such as Notepad++ for Win). This way you'll be notified of changes after unity has crashed, and you just have to OK the refresh message in your text app and you get the new log displayed straight away.
You could even tail the log file (tail for mac, and perhaps BareTail for Win) or use an app which detects changes and refreshes the file, so that you get an external scrolling pane of text showing changes to the log file as they happen. You can also do this for the player log, or even the webplayer log files.
Helpful insight with the change detecting software.
I am having the same problem and I followed the log file as you guys have told.
First I cut the content to a new file so that the editor log file is empty.
I I opened the scene that was causing the crash, then opened editor.log with notepad++ , it was on line 172, then closed the file and clicked run the game.
When I reopened the editor.log there 200 lines (about 30 new lines)
the last message was :
"Unloading 835 unused Assets to reduce memory usage. Loaded Objects now: 5780. Operation took 33.469468 ms.
System memory in use: 329.1 MB."
I can't figure out what's the problem here!
Any hints about this?
I also see this message before the last message I mentioned above,
the message is "----- Total AssetImport time: 0.011294s, Asset Import only: 0.000000s, CacheServerIntegrate only: 0.000000s, CacheMove: 0.000000s, CacheDelete: 0.000000s, CacheServer Download: 3493.744873s [Unknown, 4048016640.000000 mb/s], CacheServer Hashing: 3493.744873s [Unknown, 4048016640.000000 mb/s]" .. where I see huge numbers like 3493 seconds for CacheServer Hashing .. What might be causing this?
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