This document relates to both the MonoBehaviour and ECS workflows.

The SpatialOS GDK for Unity uses a custom ILogDispatcher interface instead of UnityEngine.Debug, which gives more flexibility to handle logs separately in different workers and gives more context when handling the logs. There are two provided implementations of this interface:

  • LoggingDispatcher, which simply logs to the Unity console
  • ForwardingDispatcher, which logs to the Unity console and sends it to the SpatialOS Console
    • Note: By default, messages with the log level LogType.Log are not sent to SpatialOS. This can be changed by instantiating the ForwardingDispatcher with a different minimumLogLevel parameter.

All workers use the ForwardingDispatcher by default in the Playground. If you want to use the LoggingDispatcher, see the last step of Creating and using your own dispatcher.

Using the ILogDispatcher

You can access the dispatcher through the WorkerSystem. The dispatcher provides a single HandleLog function, which takes two arguments:

  • LogType (e.g. UnityEngine.LogType.Error)
  • LogEvent, which stores the message and other context variables in the Data dictionary

There are two log context variables:

  • LoggingUtils.LoggerName, which specifies where the log was sent from.
  • LoggingUtils.EntityId, which links the log to a specific entity. When running the game in the cloud using the ForwardingDispatcher, this lets you filter for a particular entity’s logs using the Inspector and Logger.

These are automatically picked up by the ForwardingDispatcher if provided. Other context variables are formatted in a string and sent with the log message.

For example, if you want to use one of the dispatchers in a system, you can use the following code:

var workerSystem = World.GetExistingSystem<WorkerSystem>();

workerSystem.LogDispatcher.HandleLog(LogType.Error, new LogEvent(
        "Custom error message.")
    .WithField(LoggingUtils.LoggerName, LoggerName)
    .WithField(LoggingUtils.EntityId, entityId)
    .WithField("CustomKey", "CustomValue"));

The LogEvent class allows construction of enhanced log messages.

  • Use the WithField method to set additional information to be displayed with the log message.
  • Use the WithContext(UnityEngine.Object) method to add a context object to be passed into the Unity console.

Note: For LogType.Exception, add a relevant exception to the LogEvent class using the WithException(Exception) method. The WithException method will be ignored for other LogType values.

Creating and using your own dispatcher

To create your own dispatcher, make a new class which implements ILogDispatcher:

public class MyCustomDispatcher: ILogDispatcher
    public void HandleLog(LogType type, LogEvent logEvent)
        // Handle Log

To use this dispatcher in a specific worker, provide it as an argument when calling Connect in the worker connector.

public class ClientWorkerConnector : WorkerConnector
    private async void Start()
        /* ... */
        await Connect(WorkerUtils.UnityClient, new MyCustomDispatcher()).ConfigureAwait(false);

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