This is being reported by a few users. Keep in mind that I can't repro it since I use a forked version of the source from a little while back. However, I did look at the newest source code for triage, and it seems pretty clear to me what the issue is. I feel a bit uncomfortable reporting this issue without reproing it first, but I'm fairly confident it is a regression.
If you clear all bolt log settings (expecting to either not log at all or to add your own bolt log writer), bolt will in BoltCore:
BoltLog.RemoveAll();
BoltLog.Setup(_mode, _config.logTargets);
// tell user we're starting
BoltLog.Debug("Bolt starting with a simulation rate of {0} steps per second", _config.framesPerSecond);
This:
A) Removes all bolt log writers
B) Adds any bolt log writers specified in settings (so if nothing in settings, the number of writers will be 0).
C) Then it logs the simulation rate. BoltLog.Debug will call
VerifyOneWriter();
which does:
if (_writers.Count == 0)
{
_writers.Add(new UnityWriter());
}
This was commented out in my older version of the source (where this works correctly as I use my own logging implementation and have everything turned off in bolt). So basically, this ensures there is always a unity log writer no matter what you do.
This is being reported by a few users. Keep in mind that I can't repro it since I use a forked version of the source from a little while back. However, I did look at the newest source code for triage, and it seems pretty clear to me what the issue is. I feel a bit uncomfortable reporting this issue without reproing it first, but I'm fairly confident it is a regression.
If you clear all bolt log settings (expecting to either not log at all or to add your own bolt log writer), bolt will in BoltCore:
This: A) Removes all bolt log writers B) Adds any bolt log writers specified in settings (so if nothing in settings, the number of writers will be 0). C) Then it logs the simulation rate. BoltLog.Debug will call
which does:
This was commented out in my older version of the source (where this works correctly as I use my own logging implementation and have everything turned off in bolt). So basically, this ensures there is always a unity log writer no matter what you do.