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Getting Started

1. Import Logix

Add the Logix package to your Unity project via the Package Manager or Asset Store. Once imported, it works automatically - no manual setup required.

2. Open the Logix Editor Window

Tools -> Logix -> Show Window

The toolbar lets you:

Control What it does
D / I / W / A / E Toggle Debug, Info, Warning, Error, Assert levels on/off
T / L / S Toggle time, line number, stack trace columns
Search Filter log entries by text
Auto Auto-scroll to newest entries
Clear Clear all entries

Double-click any entry to jump to the source file at that line. Right-click to copy.

3. Your first log call

using Logix;

public class Player : MonoBehaviour
{
    private void Start()
    {
        Log.Debug("Entering combat state");
        Log.Info("Game started!");
        Log.Warn("Health is low");
        Log.Error("Connection lost");
        Log.Assert(health > 0, "Health dropped below zero");
    }
}

The UnityLogSink is added automatically by LogixInitializer, so messages appear in the Unity Console and Logix Editor Window immediately when you enter Play Mode.

Assert static helpers

Assert.NotNull(() => player, "Player component is missing");
Assert.GreaterThan(() => player.Health, 0);
Assert.InRange(() => damage, 0, 100);

4. View logs in a build (Runtime Console)

The Runtime Console is an in-game GUI overlay for mobile, console, or remote builds.

Add it to your scene: - Drag the Runtime Console prefab into any scene, or - Add the Logix / Runtime Console component to any GameObject

Key Action
F12 Toggle visibility
Level buttons Show/hide Debug, Info, Warning, Error, Assert
Search Filter by text
Entry click View stack trace
S Toggle stack trace panel

5. Runtime Inspector

The Runtime Inspector is an in-game hierarchy browser and component inspector - useful when you can't attach a debugger.

Add the Logix / Runtime Inspector component (or its prefab) to your scene.

Key Action
F11 Toggle visibility
Scene dropdown Switch between loaded scenes
Search Filter GameObjects by name
Component tab View live public fields and properties

6. Add a remote sink (example: Discord)

  1. Create a Discord webhook URL in your Discord server settings
  2. Right-click in the Project window -> Create -> Logix -> Remote -> Endpoint Settings
  3. Paste the webhook URL into the Url field
  4. Open the Global Settings asset (Create -> Logix -> Global Settings) and add it to the Discord list
  5. Drag the Settings asset onto the Editor Window toolbar to apply it

Every log message now flows to your Discord channel.

7. Add filters

Create a Filter Settings asset to control which messages get through:

  1. Right-click in the Project window -> Create -> Logix -> Filter
  2. Configure the levels you want to allow, and add namespace, class, directory, or regex filters
  3. Assign it to a Global Settings asset (see step 8) to apply it globally, or drag it onto the FilterSettings field of an EndpointSettingsSO for per-sink filtering
// Or apply filters via code
Log.Container.AddFilter(new LevelFilter(LogLevel.Warning));
Log.Container.AddFilter(new RegexFilter("error|assert", RegexOptions.IgnoreCase));

8. Create global settings

A Global Settings asset ties everything together — global filters, remote sink configs, and runtime options.

  1. Right-click in the Project window -> Create -> Logix -> Global Settings
  2. Set the fields you need:
  3. Runtime — file logging toggle, log path, max file size, timeout
  4. Console — max entries kept in memory (default 1000)
  5. Filters — drag a FilterSettingsSO in for global filtering
  6. Discord / Slack / Loki — drag in EndpointSettingsSO or LokiSinkSettingsSO assets for each remote sink
  7. Drag the Settings asset onto the Logix Editor Window toolbar

Next steps