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At the moment all logs are piped to the console, which is ok, but if you aren't looking for them then you might not see them. Might be good to revisit the IndigoLogger and have it render to an in game console log that pops up on error.
Will need a way to close the logs, and a way to disable them completely "in production". Or at least, make them not appear on certain error levels.
The text was updated successfully, but these errors were encountered:
I've dithered on whether or not this is a good first issue. I think it could be depending on the solution.
Two approaches:
It's some sort of deep integration with the engine: This is not beginner friendly. :)
We do it like the FPS Counter and make it a SubSystem that users can optionally add.
The subsystem version is very doable and I think I like it better, because it also means the "in production" requirement is just up to the user to manage with a flag or something.
At the moment all logs are piped to the console, which is ok, but if you aren't looking for them then you might not see them. Might be good to revisit the IndigoLogger and have it render to an in game console log that pops up on error.
Will need a way to close the logs, and a way to disable them completely "in production". Or at least, make them not appear on certain error levels.
The text was updated successfully, but these errors were encountered: