Unity 打包程序后PC或Android真机调试Debug日志及调出的Profiler面板
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几个注意点:
1.Unity BuildSettings中勾选Copy PDB files、Development Build、Autoconnect profiler(自动连接性能分析)、Script Debugging选项。
2.打包程序后,Unity会自动连接Profiler,打开Unity中的Profiler即可查看cpu、gpu、内存等使用情况。
3.在Unity的Console中的Editor会自动连接运行中程序的Debug日志并输出,若没有连接,可尝试输入目标主机的IP地址,来回切换一下Unity界面和程序,验证正常输出日志后,再进行功能调试。
4.在playersetting—>othersetting下的logging,None表示,只显示 日志,不显示跟踪;ScriptOnly:显示日志,并显示脚本调用关系,不显示堆栈信息。
5.Use Player Log选项勾选后,原先在Unity IDE中会输出在Console中的调试信息,会被保存到output_log中,output_log在老版unity(好像是2017之前)会保存在导出XX.exe同路径的XX_Data文件中,新版unity则会保存至C:\\user\\YourUserName\\AppData\\LocalLow(或Local)\\Company Name\\Product Name中,这个文件夹中还保存了一些Crash Report。
6.安卓调试同样适用,使用Usb连接手机后,打开USB调试,可在真机运行的同时,查看profiler及Console日志,Unity界面中Console面板-Editor选择androidPlayer。
附上一个Debugger脚本工具,同样适用安卓调试的日志输出。
粘贴即用:
using UnityEngine;
using System.Collections.Generic;
using System;
using UnityEngine.Profiling;
public class Debugger : MonoBehaviour
/// <summary>
/// 是否允许调试
/// </summary>
public bool AllowDebugging = true;
private DebugType _debugType = DebugType.Console;
private List<LogData> _logInformations = new List<LogData>();
private int _currentLogIndex = -1;
private int _infoLogCount = 0;
private int _warningLogCount = 0;
private int _errorLogCount = 0;
private int _fatalLogCount = 0;
private bool _showInfoLog = true;
private bool _showWarningLog = true;
private bool _showErrorLog = true;
private bool _showFatalLog = true;
private Vector2 _scrollLogView = Vector2.zero;
private Vector2 _scrollCurrentLogView = Vector2.zero;
private Vector2 _scrollSystemView = Vector2.zero;
private bool _expansion = false;
private Rect _windowRect = new Rect(0, 0, 100, 60);
private int _fps = 0;
private Color _fpsColor = Color.white;
private int _frameNumber = 0;
private float _lastShowFPSTime = 0f;
private void Start()
if (AllowDebugging)
Application.logMessageReceived += LogHandler;
private void Update()
if (AllowDebugging)
_frameNumber += 1;
float time = Time.realtimeSinceStartup - _lastShowFPSTime;
if (time >= 1)
_fps = (int)(_frameNumber / time);
_frameNumber = 0;
_lastShowFPSTime = Time.realtimeSinceStartup;
private void OnDestory()
if (AllowDebugging)
Application.logMessageReceived -= LogHandler;
private void LogHandler(string condition, string stackTrace, LogType type)
LogData log = new LogData();
log.time = DateTime.Now.ToString("HH:mm:ss");
log.message = condition;
log.stackTrace = stackTrace;
if (type == LogType.Assert)
log.type = "Fatal";
_fatalLogCount += 1;
else if (type == LogType.Exception || type == LogType.Error)
log.type = "Error";
_errorLogCount += 1;
else if (type == LogType.Warning)
log.type = "Warning";
_warningLogCount += 1;
else if (type == LogType.Log)
log.type = "Info";
_infoLogCount += 1;
_logInformations.Add(log);
if (_warningLogCount > 0)
_fpsColor = Color.yellow;
if (_errorLogCount > 0)
_fpsColor = Color.red;
private void OnGUI()
if (AllowDebugging)
if (_expansion)
_windowRect = GUI.Window(0, _windowRect, ExpansionGUIWindow, "DEBUGGER");
else
_windowRect = GUI.Window(0, _windowRect, ShrinkGUIWindow, "DEBUGGER");
private void ExpansionGUIWindow(int windowId)
GUI.DragWindow(new Rect(0, 0, 10000, 20));
#region title
GUILayout.BeginHorizontal();
GUI.contentColor = _fpsColor;
if (GUILayout.Button("FPS:" + _fps, GUILayout.Height(30)))
_expansion = false;
_windowRect.width = 100;
_windowRect.height = 60;
GUI.contentColor = (_debugType == DebugType.Console ? Color.white : Color.gray);
if (GUILayout.Button("Console", GUILayout.Height(30)))
_debugType = DebugType.Console;
GUI.contentColor = (_debugType == DebugType.Memory ? Color.white : Color.gray);
if (GUILayout.Button("Memory", GUILayout.Height(30)))
_debugType = DebugType.Memory;
GUI.contentColor = (_debugType == DebugType.System ? Color.white : Color.gray);
if (GUILayout.Button("System", GUILayout.Height(30)))
_debugType = DebugType.System;
GUI.contentColor = (_debugType == DebugType.Screen ? Color.white : Color.gray);
if (GUILayout.Button("Screen", GUILayout.Height(30)))
_debugType = DebugType.Screen;
GUI.contentColor = (_debugType == DebugType.Quality ? Color.white : Color.gray);
if (GUILayout.Button("Quality", GUILayout.Height(30)))
_debugType = DebugType.Quality;
GUI.contentColor = (_debugType == DebugType.Environment ? Color.white : Color.gray);
if (GUILayout.Button("Environment", GUILayout.Height(30)))
_debugType = DebugType.Environment;
GUI.contentColor = Color.white;
GUILayout.EndHorizontal();
#endregion
#region console
if (_debugType == DebugType.Console)
GUILayout.BeginHorizontal();
if (GUILayout.Button("Clear"))
_logInformations.Clear();
_fatalLogCount = 0;
_warningLogCount = 0;
_errorLogCount = 0;
_infoLogCount = 0;
_currentLogIndex = -1;
_fpsColor = Color.white;
GUI.contentColor = (_showInfoLog ? Color.white : Color.gray);
_showInfoLog = GUILayout.Toggle(_showInfoLog, "Info [" + _infoLogCount + "]");
GUI.contentColor = (_showWarningLog ? Color.white : Color.gray);
_showWarningLog = GUILayout.Toggle(_showWarningLog, "Warning [" + _warningLogCount + "]");
GUI.contentColor = (_showErrorLog ? Color.white : Color.gray);
_showErrorLog = GUILayout.Toggle(_showErrorLog, "Error [" + _errorLogCount + "]");
GUI.contentColor = (_showFatalLog ? Color.white : Color.gray);
_showFatalLog = GUILayout.Toggle(_showFatalLog, "Fatal [" + _fatalLogCount + "]");
GUI.contentColor = Color.white;
GUILayout.EndHorizontal();
_scrollLogView = GUILayout.BeginScrollView(_scrollLogView, "Box", GUILayout.Height(165));
for (int i = 0; i < _logInformations.Count; i++)
bool show = false;
Color color = Color.white;
switch (_logInformations[i].type)
case "Fatal":
show = _showFatalLog;
color = Color.red;
break;
case "Error":
show = _showErrorLog;
color = Color.red;
break;
case "Info":
show = _showInfoLog;
color = Color.white;
break;
case "Warning":
show = _showWarningLog;
color = Color.yellow;
break;
default:
break;
if (show)
GUILayout.BeginHorizontal();
if (GUILayout.Toggle(_currentLogIndex == i, ""))
_currentLogIndex = i;
GUI.contentColor = color;
GUILayout.Label("[" + _logInformations[i].type + "] ");
GUILayout.Label("[" + _logInformations[i].time + "] ");
GUILayout.Label(_logInformations[i].message);
GUILayout.FlexibleSpace();
GUI.contentColor = Color.white;
GUILayout.EndHorizontal();
GUILayout.EndScrollView();
_scrollCurrentLogView = GUILayout.BeginScrollView(_scrollCurrentLogView, "Box", GUILayout.Height(100));
if (_currentLogIndex != -1)
GUILayout.Label(_logInformations[_currentLogIndex].message + "\\r\\n\\r\\n" + _logInformations[_currentLogIndex].stackTrace);
GUILayout.EndScrollView();
#endregion
#region memory
else if (_debugType == DebugType.Memory)
GUILayout.BeginHorizontal();
GUILayout.Label("Memory Information");
GUILayout.EndHorizontal();
GUILayout.BeginVertical("Box");
#if UNITY_5
GUILayout.Label("总内存:" + Profiler.GetTotalReservedMemory() / 1000000 + "MB");
GUILayout.Label("已占用内存:" + Profiler.GetTotalAllocatedMemory() / 1000000 + "MB");
GUILayout.Label("空闲中内存:" + Profiler.GetTotalUnusedReservedMemory() / 1000000 + "MB");
GUILayout.Label("总Mono堆内存:" + Profiler.GetMonoHeapSize() / 1000000 + "MB");
GUILayout.Label("已占用Mono堆内存:" + Profiler.GetMonoUsedSize() / 1000000 + "MB");
#endif
#if UNITY_7
GUILayout.Label("总内存:" + Profiler.GetTotalReservedMemoryLong() / 1000000 + "MB");
GUILayout.Label("已占用内存:" + Profiler.GetTotalAllocatedMemoryLong() / 1000000 + "MB");
GUILayout.Label("空闲中内存:" + Profiler.GetTotalUnusedReservedMemoryLong() / 1000000 + "MB");
GUILayout.Label("总Mono堆内存:" + Profiler.GetMonoHeapSizeLong() / 1000000 + "MB");
GUILayout.Label("已占用Mono堆内存:" + Profiler.GetMonoUsedSizeLong() / 1000000 + "MB");
#endif
GUILayout.EndVertical();
GUILayout.BeginHorizontal();
if (GUILayout.Button("卸载未使用的资源"))
Resources.UnloadUnusedAssets();
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
if (GUILayout.Button("使用GC垃圾回收"))
GC.Collect();
GUILayout.EndHorizontal();
#endregion
#region system
else if (_debugType == DebugType.System)
GUILayout.BeginHorizontal();
GUILayout.Label("System Information");
GUILayout.EndHorizontal();
_scrollSystemView = GUILayout.BeginScrollView(_scrollSystemView, "Box");
GUILayout.Label("操作系统:" + SystemInfo.operatingSystem);
GUILayout.Label("系统内存:" + SystemInfo.systemMemorySize + "MB");
GUILayout.Label("处理器:" + SystemInfo.processorType);
GUILayout.Label("处理器数量:" + SystemInfo.processorCount);
GUILayout.Label("显卡:" + SystemInfo.graphicsDeviceName);
GUILayout.Label("显卡类型:" + SystemInfo.graphicsDeviceType);
GUILayout.Label("显存:" + SystemInfo.graphicsMemorySize + "MB");
GUILayout.Label("显卡标识:" + SystemInfo.graphicsDeviceID);
GUILayout.Label("显卡供应商:" + SystemInfo.graphicsDeviceVendor);
GUILayout.Label("显卡供应商标识码:" + SystemInfo.graphicsDeviceVendorID);
GUILayout.Label("设备模式:" + SystemInfo.deviceModel);
GUILayout.Label("设备名称:" + SystemInfo.deviceName);
GUILayout.Label("设备类型:" + SystemInfo.deviceType);
GUILayout.Label("设备标识:" + SystemInfo.deviceUniqueIdentifier);
GUILayout.EndScrollView();
#endregion
#region screen
else if (_debugType == DebugType.Screen)
GUILayout.BeginHorizontal();
GUILayout.Label("Screen Information");
GUILayout.EndHorizontal();
GUILayout.BeginVertical("Box");
GUILayout.Label("DPI:" + Screen.dpi);
GUILayout.Label("分辨率:" + Screen.currentResolution.ToString());
GUILayout.EndVertical();
GUILayout.BeginHorizontal();
if (GUILayout.Button("全屏"))
Screen.SetResolution(Screen.currentResolution.width, Screen.currentResolution.height, !Screen.fullScreen);
GUILayout.EndHorizontal();
#endregion
#region Quality
else if (_debugType == DebugType.Quality)
GUILayout.BeginHorizontal();
GUILayout.Label("Quality Information");
GUILayout.EndHorizontal();
GUILayout.BeginVertical("Box");
string value = "";
if (QualitySettings.GetQualityLevel() == 0)
value = " [最低]";
else if (QualitySettings.GetQualityLevel() == QualitySettings.names.Length - 1)
value = " [最高]";
GUILayout.Label("图形质量:" + QualitySettings.names[QualitySettings.GetQualityLevel()] + value);
GUILayout.EndVertical();
GUILayout.BeginHorizontal();
if (GUILayout.Button("降低一级图形质量"))
QualitySettings.DecreaseLevel();
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
if (GUILayout.Button("提升一级图形质量"))
QualitySettings.IncreaseLevel();
GUILayout.EndHorizontal();
#endregion
#region Environment
else if (_debugType == DebugType.Environment)
GUILayout.BeginHorizontal();
GUILayout.Label("Environment Information");
GUILayout.EndHorizontal();
GUILayout.BeginVertical("Box");
GUILayout.Label("项目名称:" + Application.productName);
#if UNITY_5
GUILayout.Label("项目ID:" + Application.bundleIdentifier);
#endif
#if UNITY_7
GUILayout.Label("项目ID:" + Application.identifier);
#endif
GUILayout.Label("项目版本:" + Application.version);
GUILayout.Label("Unity版本:" + Application.unityVersion);
GUILayout.Label("公司名称:" + Application.companyName);
GUILayout.EndVertical();
GUILayout.BeginHorizontal();
if (GUILayout.Button("退出程序"))
Application.Quit();
GUILayout.EndHorizontal();
#endregion
private void ShrinkGUIWindow(int windowId)
GUI.DragWindow(new Rect(0, 0, 10000, 20));
GUI.contentColor = _fpsColor;
if (GUILayout.Button("FPS:" + _fps, GUILayout.Width(80), GUILayout.Height(30)))
_expansion = true;
_windowRect.width = 600;
_windowRect.height = 360;
GUI.contentColor = Color.white;
public struct LogData
public string time;
public string type;
public string message;
public string stackTrace;
public enum DebugType
Console,
Memory,
System,
Screen,
Quality,
Environment
Unity3D发布打包系列之——IOS真机调试打包ipa(补充)
开发苹果App,那就得是不差钱,开发者账号,不关你是个人的还是企业的,都得花钱,但是,个人开发者,只是想打包一个IPA,不想花钱啊,怎么办呢,据说,从Xcode7以上打包IPA可以使用个人免费账号。
首先,你申请一个苹果个人账号,这个就不说怎么申请了,有苹果手机都知道,没有苹果手机,你也不会打包这玩意的。
其次,用Xcode最新版打开你Unity3D Build出来的包(我用的Xcode 11),USB数据线连接你的手机,保证手机与Mac电脑连接成功,进行下面设置:
再次,Xcode->Preferences->选择Accounts登陆你的App ID;
点击Download Manual Profiles,下载证书,不用管放那了。
再次,在Xcode的Signing & Capabilities 设置界面下,设置你的账号
注意:??这块有一个特被坑的问题,就是按照上面设置后会爆红,说你的账号不支持设备的IPA的打包,不允许你打包IPA。解决方案:关闭下面的In-App Purchase就好了
如下图:
**最后,点击运行,等待,就打包到你USB连接的设备上了。
注意:安装好后,就直接运行起来了,但是可能会弹出此App是否不受信任,要在手机的设置->通用->设备管理,选择后进去,点击你的App,选择信任,再重新启动,就OK了
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Unity3D发布打包系列之——IOS真机调试打包ipa(补充)