What is the expected way to work with Log.Debug()?
Is there a manual page I missed? If not could we create one?
Currently I use the Start() method of my script to do the following
After which I can use the following anywhere in the script
And then when debugging from the Xenko Editor as soon as the first Log.Debug line is hit, a secondary console window pops up with the output from the logger. This window also steals focus from your game.
Here are a few questions:
- Why is LogMessageType.Debug not activated by default?
- Can I maybe access the Logger from the static void Main() method so I can set it?
- Why isn’t Logger a GameSystem service?
- What is the DebugConsoleSystem and why isn’t it an ILogger?
- Would having an ILogger that forwards to Debug.WriteLn so it shows up in Visual Studio and Xenko Editor be a solution?
How I expect the logger to work is an ILogger in the game.GameSystem like all the others.
There is a Logger that logs to Debug.WriteLn so it shows up in vs and xenko editor output.
If it is available log to the debug renderer (something similar to the DebugConsoleSystem I think?)
If Debug constant is set, Log.ActivateLog(SiliconStudio.Core.Diagnostics.LogMessageType.Debug) is called.