As an alternative to checking the Unity text file Editor.log, create a visual programming node that can take the logging from the plug-in and forward it to the Unity Editor, using Debug.Log.
The node should including controls for filtering the forwarded messages. Filtering should be available on the log level (error, warning, etc) and also on a string in the message (e.g. participant would include all messages that contained that string).
Update: C++ SDK 2.6 introduces a logging callback. This node should hook into that system.
As an alternative to checking the Unity text file
Editor.log
, create a visual programming node that can take the logging from the plug-in and forward it to the Unity Editor, usingDebug.Log
.The node should including controls for filtering the forwarded messages. Filtering should be available on the log level (error, warning, etc) and also on a string in the message (e.g.
participant
would include all messages that contained that string).Update: C++ SDK 2.6 introduces a logging callback. This node should hook into that system.