Unity3D : Global Debug On/Off

I have a custom template class for new C# class in Unity. Mostly cause I was too „lazy“ to use a debug singelton class or enhance the GameObject/Object class with a custom debug function.

        protected void dbg(string message, bool error = false)
        {
            if (debugMode & !error)
                Debug.Log("[ " + this.GetType().Name + " ( " + Time.time + " / " + Time.frameCount + " )] " + message);

            if (error)
                Debug.LogError("<color=\"red\">[" + this.GetType().Name + " (" + Time.time + ")] " + message + "</color>");
        }

So now I have a lot of Classes using this function and it can be turned off in the inspector with a toggle. But after a while of course this ends in chaos, since when you just want a certain aspect you are working appear in the console, you have to go through all of those classes and turn debug off manualy.

Instead I now added a static menu function that uses reflection to turn the debug state of each class on or off globally.

#if UNITY_EDITOR

using UnityEditor;
using System.Reflection;

#endif

        [MenuItem("InterAction Project/Global Debug Toogle - On")]
        public static void GlobalDebugToggleOn()
        {
            List<Component> componentsWithDebugModeMember = new List<Component>();

            GameObject[] allGameObjects = FindObjectsOfType<GameObject>();

            foreach (GameObject gO in allGameObjects)
            {
                Component[] components = gO.GetComponents(typeof(Component));
                foreach (Component component in components)
                {
                    Type typeOfComponent;

                    typeOfComponent = component.GetType();

                    var f = typeOfComponent.GetField("debugMode");

                    if (f != null)
                    {
                        foreach (FieldInfo propBase in component.GetType().GetFields())
                        {
     
                            if (propBase.Name == "debugMode")
                                propBase.SetValue(component, true);

                        }

                    }
                }
            }
        }

Then I can turn on only the Classes I actually need to display debug informations at the moment. Nothing fancy, but I think it may be useful for some of you out there. 🙂

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