LogError
How do I use Log Error
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: ChatGui.cs
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283 private void PostHelpToCurrentChannel()
284 {
285 ChatChannel channelForHelp = this.selectedChannel;
286 if (channelForHelp != null)
287 {
288 channelForHelp.Add("info", ChatGui.HelpText);
289 }
290 else
291 {
292 Debug.LogError("no channel for help");
293 }
294 }
File name: PhotonConverter.cs
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18 public static void RunConversion()
19 {
20 //Ask if user has made a backup.
21 int option = EditorUtility.DisplayDialogComplex("Conversion", "Attempt automatic conversion from Unity Networking to Photon Unity Networking \"PUN\"?", "Yes", "No!", "Pick Script Folder");
22 switch (option)
23 {
24 case 0:
25 break;
26 case 1:
27 return;
28 case 2:
29 PickFolderAndConvertScripts();
30 return;
31 default:
32 return;
33 }
34
35 //REAAAALY?
36 bool result = EditorUtility.DisplayDialog("Conversion", "Disclaimer: The code conversion feature is quite crude, but should do it's job well (see the sourcecode). A backup is therefore strongly recommended!", "Yes, I've made a backup: GO", "Abort");
37 if (!result)
38 {
39 return;
40 }
41 Output(EditorApplication.timeSinceStartup + " Started conversion of Unity networking -> Photon");
42
43 //Ask to save current scene (optional)
44 EditorApplication.SaveCurrentSceneIfUserWantsTo();
45
46 EditorUtility.DisplayProgressBar("Converting..", "Starting.", 0);
47
48 //Convert NetworkViews to PhotonViews in Project prefabs
49 //Ask the user if we can move all prefabs to a resources folder
50 bool movePrefabs = EditorUtility.DisplayDialog("Conversion", "Can all prefabs that use a PhotonView be moved to a Resources/ folder? You need this if you use Network.Instantiate.", "Yes", "No");
51
52
53 string[] prefabs = Directory.GetFiles("Assets/", "*.prefab", SearchOption.AllDirectories);
54 foreach (string prefab in prefabs)
55 {
56 EditorUtility.DisplayProgressBar("Converting..", "Object:" + prefab, 0.6f);
57
58 Object[] objs = (Object[])AssetDatabase.LoadAllAssetsAtPath(prefab);
59 int converted = 0;
60 foreach (Object obj in objs)
61 {
62 if (obj != null && obj.GetType() == typeof(GameObject))
63 converted += ConvertNetworkView(((GameObject)obj).GetComponents
64 }
65 if (movePrefabs && converted > 0)
66 {
67 //This prefab needs to be under the root of a Resources folder!
68 string path = prefab.Replace("\\", "/");
69 int lastSlash = path.LastIndexOf("/");
70 int resourcesIndex = path.LastIndexOf("/Resources/");
71 if (resourcesIndex != lastSlash - 10)
72 {
73 if (path.Contains("/Resources/"))
74 {
75 Debug.LogWarning("Warning, prefab [" + prefab + "] was already in a resources folder. But has been placed in the root of another one!");
76 }
77 //This prefab NEEDS to be placed under a resources folder
78 string resourcesFolder = path.Substring(0, lastSlash) + "/Resources/";
79 EnsureFolder(resourcesFolder);
80 string newPath = resourcesFolder + path.Substring(lastSlash + 1);
81 string error = AssetDatabase.MoveAsset(prefab, newPath);
82 if (error != "")
83 Debug.LogError(error);
84 Output("Fixed prefab [" + prefab + "] by moving it into a resources folder.");
85 }
86 }
87 }
88
89 //Convert NetworkViews to PhotonViews in scenes
90 string[] sceneFiles = Directory.GetFiles("Assets/", "*.unity", SearchOption.AllDirectories);
91 foreach (string sceneName in sceneFiles)
92 {
93 EditorApplication.OpenScene(sceneName);
94 EditorUtility.DisplayProgressBar("Converting..", "Scene:" + sceneName, 0.2f);
95
96 int converted2 = ConvertNetworkView((NetworkView[])GameObject.FindObjectsOfType(typeof(NetworkView)), true);
97 if (converted2 > 0)
98 {
99 //This will correct all prefabs: The prefabs have gotten new components, but the correct ID's were lost in this case
100 PhotonViewHandler.HierarchyChange(); //TODO: most likely this is triggered on change or on save
101
102 Output("Replaced " + converted2 + " NetworkViews with PhotonViews in scene: " + sceneName);
103 EditorApplication.SaveScene(EditorApplication.currentScene);
104 }
105
106 }
107
108 //Convert C#/JS scripts (API stuff)
109 List
110
111 EditorUtility.DisplayProgressBar("Converting..", "Scripts..", 0.9f);
112 ConvertScripts(scripts);
113
114 Output(EditorApplication.timeSinceStartup + " Completed conversion!");
115 EditorUtility.ClearProgressBar();
116
117 EditorUtility.DisplayDialog("Completed the conversion", "Don't forget to add \"PhotonNetwork.ConnectWithDefaultSettings();\" to connect to the Photon server before using any multiplayer functionality.", "OK");
118 }
File name: PhotonConverter.cs
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323 static string PregReplace(string input, string[] pattern, string[] replacements)
324 {
325 if (replacements.Length != pattern.Length)
326 Debug.LogError("Replacement and Pattern Arrays must be balanced");
327
328 for (var i = 0; i < pattern.Length; i++)
329 {
330 input = Regex.Replace(input, pattern[i], replacements[i]);
331 }
332
333 return input;
334 }
File name: PhotonConverter.cs
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395 static void ConversionError(string file, string str)
396 {
397 Debug.LogError("Scrip conversion[" + file + "]: " + str);
398 }
File name: PhotonEditor.cs
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827 {
828 get
829 {
830 if (currentSettings == null)
831 {
832 // find out if ServerSettings can be instantiated (existing script check)
833 ScriptableObject serverSettingTest = CreateInstance("ServerSettings");
834 if (serverSettingTest == null)
835 {
836 Debug.LogError(CurrentLang.ServerSettingsMissingLabel);
837 return null;
838 }
839 DestroyImmediate(serverSettingTest);
840
841 // try to load settings from file
842 ReLoadCurrentSettings();
843
844 // if still not loaded, create one
845 if (currentSettings == null)
846 {
847 string settingsPath = Path.GetDirectoryName(PhotonNetwork.serverSettingsAssetPath);
848 if (!Directory.Exists(settingsPath))
849 {
850 Directory.CreateDirectory(settingsPath);
851 AssetDatabase.ImportAsset(settingsPath);
852 }
853
854 currentSettings = (ServerSettings)ScriptableObject.CreateInstance("ServerSettings");
855 if (currentSettings != null)
856 {
857 AssetDatabase.CreateAsset(currentSettings, PhotonNetwork.serverSettingsAssetPath);
858 }
859 else
860 {
861 Debug.LogError(CurrentLang.ServerSettingsMissingLabel);
862 }
863 }
864
865 // settings were loaded or created. set this editor's initial selected region now (will be changed in GUI)
866 if (currentSettings != null)
867 {
868 selectedRegion = currentSettings.PreferredRegion;
869 }
870 }
871
872 return currentSettings;
873 }
874
875 protected set
876 {
877 currentSettings = value;
878 }
879 }
File name: PunSceneSettings.cs
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70 public static int MinViewIdForScene(string scene)
71 {
72 if (string.IsNullOrEmpty(scene))
73 {
74 return 0;
75 }
76
77 PunSceneSettings pss = Instance;
78 if (pss == null)
79 {
80 Debug.LogError("pss cant be null");
81 return 0;
82 }
83
84 foreach (SceneSetting setting in pss.MinViewIdPerScene)
85 {
86 if (setting.sceneName.Equals(scene))
87 {
88 return setting.minViewId;
89 }
90 }
91 return 0;
92 }
File name: NetworkingPeer.cs
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247 public override bool Connect(string serverAddress, string applicationName)
248 {
249 Debug.LogError("Avoid using this directly. Thanks.");
250 return false;
251 }
File name: NetworkingPeer.cs
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253 public bool Connect(string serverAddress, ServerConnection type)
254 {
255 if (PhotonHandler.AppQuits)
256 {
257 Debug.LogWarning("Ignoring Connect() because app gets closed. If this is an error, check PhotonHandler.AppQuits.");
258 return false;
259 }
260
261 if (PhotonNetwork.connectionStateDetailed == global::PeerState.Disconnecting)
262 {
263 Debug.LogError("Connect() failed. Can't connect while disconnecting (still). Current state: " + PhotonNetwork.connectionStateDetailed);
264 return false;
265 }
266
267 // connect might fail, if the DNS name can't be resolved or if no network connection is available
268 bool connecting = base.Connect(serverAddress, "");
269 if (connecting)
270 {
271 switch (type)
272 {
273 case ServerConnection.NameServer:
274 State = global::PeerState.ConnectingToNameServer;
275 break;
276 case ServerConnection.MasterServer:
277 State = global::PeerState.ConnectingToMasterserver;
278 break;
279 case ServerConnection.GameServer:
280 State = global::PeerState.ConnectingToGameserver;
281 break;
282 }
283 }
284
285 return connecting;
286 }
File name: NetworkingPeer.cs
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594 private void AddNewPlayer(int ID, PhotonPlayer player)
595 {
596 if (!this.mActors.ContainsKey(ID))
597 {
598 this.mActors[ID] = player;
599 RebuildPlayerListCopies();
600 }
601 else
602 {
603 Debug.LogError("Adding player twice: " + ID);
604 }
605 }
File name: NetworkingPeer.cs
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650 private void HandleEventLeave(int actorID)
651 {
652 if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
653 Debug.Log("HandleEventLeave for player ID: " + actorID);
654
655
656 // actorNr is fetched out of event above
657 if (actorID < 0 || !this.mActors.ContainsKey(actorID))
658 {
659 Debug.LogError(String.Format("Received event Leave for unknown player ID: {0}", actorID));
660 return;
661 }
662
663 PhotonPlayer player = this.GetPlayerWithID(actorID);
664 if (player == null)
665 {
666 Debug.LogError("HandleEventLeave for player ID: " + actorID + " has no PhotonPlayer!");
667 }
668
669 // having a new master before calling destroy for the leaving player is important!
670 // so we elect a new masterclient and ignore the leaving player (who is still in playerlists).
671 this.CheckMasterClient(actorID);
672
673
674 // destroy objects & buffered messages
675 if (this.mCurrentGame != null && this.mCurrentGame.autoCleanUp)
676 {
677 this.DestroyPlayerObjects(actorID, true);
678 }
679
680 RemovePlayer(actorID, player);
681
682 // finally, send notification (the playerList and masterclient are now updated)
683 SendMonoMessage(PhotonNetworkingMessage.OnPhotonPlayerDisconnected, player);
684 }
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