Debug
Provides static logging methods that write to the Unity console. In Nori, prefer the built-in log(), warn(), and error() shortcut functions which are more concise and support string interpolation directly.
Methods
Assert
static Assert(condition: bool, message: object, context: UnityEngineObject) -> voidstatic Assert(condition: bool, message: object) -> voidstatic Assert(condition: bool, message: string, context: UnityEngineObject) -> voidstatic Assert(condition: bool, message: string) -> voidstatic Assert(condition: bool, context: UnityEngineObject) -> voidstatic Assert(condition: bool) -> voidAssertFormat
static AssertFormat(condition: bool, format: string, args: object[]) -> voidstatic AssertFormat(condition: bool, context: UnityEngineObject, format: string, args: object[]) -> voidDebugBreak
static DebugBreak() -> voidDrawLine
static DrawLine(start: Vector3, end: Vector3, color: Color, duration: float, depthTest: bool) -> voidstatic DrawLine(start: Vector3, end: Vector3, color: Color, duration: float) -> voidstatic DrawLine(start: Vector3, end: Vector3, color: Color) -> voidstatic DrawLine(start: Vector3, end: Vector3) -> voidDrawRay
static DrawRay(start: Vector3, dir: Vector3, color: Color, duration: float, depthTest: bool) -> voidstatic DrawRay(start: Vector3, dir: Vector3, color: Color, duration: float) -> voidstatic DrawRay(start: Vector3, dir: Vector3, color: Color) -> voidstatic DrawRay(start: Vector3, dir: Vector3) -> voidEquals
Equals(obj: object) -> boolGetHashCode
GetHashCode() -> intGetType
GetType() -> SystemTypeLog
static Log(message: object, context: UnityEngineObject) -> voidstatic Log(message: object) -> voidWrites an informational message to the Unity console.
// Prefer: log("hello {name}")Debug.Log("hello world")LogAssertion
static LogAssertion(message: object, context: UnityEngineObject) -> voidstatic LogAssertion(message: object) -> voidLogAssertionFormat
static LogAssertionFormat(format: string, args: object[]) -> voidstatic LogAssertionFormat(context: UnityEngineObject, format: string, args: object[]) -> voidLogError
static LogError(message: object, context: UnityEngineObject) -> voidstatic LogError(message: object) -> voidWrites an error message (red) to the Unity console.
// Prefer: error("something broke")Debug.LogError("something broke")LogErrorFormat
static LogErrorFormat(format: string, args: object[]) -> voidstatic LogErrorFormat(context: UnityEngineObject, format: string, args: object[]) -> voidLogException
static LogException(exception: SystemException, context: UnityEngineObject) -> voidstatic LogException(exception: SystemException) -> voidLogFormat
static LogFormat(format: string, args: object[]) -> voidstatic LogFormat(logType: UnityEngineLogType, logOptions: UnityEngineLogOption, context: UnityEngineObject, format: string, args: object[]) -> voidstatic LogFormat(context: UnityEngineObject, format: string, args: object[]) -> voidLogWarning
static LogWarning(message: object, context: UnityEngineObject) -> voidstatic LogWarning(message: object) -> voidWrites a warning message (yellow) to the Unity console.
// Prefer: warn("low health")Debug.LogWarning("low health")LogWarningFormat
static LogWarningFormat(format: string, args: object[]) -> voidstatic LogWarningFormat(context: UnityEngineObject, format: string, args: object[]) -> voidnew
static new() -> UnityEngineDebugToString
ToString() -> string