{"id":147,"date":"2024-10-02T12:00:00","date_gmt":"2024-10-02T12:00:00","guid":{"rendered":"https:\/\/unity3dperformance.com\/?p=147"},"modified":"2024-09-29T18:26:23","modified_gmt":"2024-09-29T18:26:23","slug":"debug-log-performance-optimization","status":"publish","type":"post","link":"https:\/\/unity3dperformance.com\/index.php\/2024\/10\/02\/debug-log-performance-optimization\/","title":{"rendered":"How Debug Log Can Lower Game Performance and How to Avoid It"},"content":{"rendered":"\n<p class=\"has-medium-font-size\"><\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Introduction<\/strong><\/h2>\n\n\n\n<p class=\"has-medium-font-size\">When working on a game in Unity, <strong><a href=\"https:\/\/docs.unity3d.com\/ScriptReference\/Debug.Log.html\">Debug.Log<\/a><\/strong> is a key debugging tool that helps track the code\u2019s operation in real time. However, leaving <strong>Debug.Log<\/strong> calls in the final version of the game can significantly affect performance, especially on platforms like mobile devices and <a href=\"https:\/\/docs.unity3d.com\/Manual\/webgl-intro.html\">WebGL<\/a>. In this post, I will discuss why excessive logging with <strong>Debug.Log<\/strong> happens and how to avoid performance issues.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>How Debug Log Works<\/strong><\/h2>\n\n\n\n<p class=\"has-medium-font-size\">Debug.Log is used to display messages in the Unity console while the game is running. While this function is beneficial during development, if we leave these calls in production code, each log statement will consume system resources, particularly processor power.<\/p>\n\n\n\n<p class=\"has-medium-font-size\"><\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Why Debug Log Lowers Performance<\/strong><\/h2>\n\n\n\n<p class=\"has-medium-font-size\">Every time <strong>Debug.Log<\/strong> is called, several key processes occur:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Text Formatting<\/strong> \u2013 Unity has to process and format the text, especially when logging dynamic data like variables. This involves additional processor cycles, which can slow down your game.<br><\/li>\n\n\n\n<li><strong>Blocking on the Main Thread<\/strong> \u2013 <strong>Debug.Log<\/strong> runs on the main thread, and excessive calls can block its execution. This results in significant drops in frames per second (FPS), ultimately compromising the smoothness of gameplay.<\/li>\n<\/ul>\n\n\n\n<p>On devices like <strong>mobile<\/strong> and <strong>WebGL<\/strong>, excessive calls of this kind can significantly stress the processor and lower the frames per second (FPS).<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Example: Debug Log in a Loop<\/strong><\/h2>\n\n\n\n<p>Below is a screen from the <strong>profiler of a game running on the Android operating system<\/strong>, showing how much processor time is consumed by repeatedly calling <code>Debug.Log<\/code> in a loop. As you can see, leaving these logs can lead to a significant drop in performance, especially on mobile platform.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"534\" src=\"https:\/\/unity3dperformance.com\/wp-content\/uploads\/2024\/09\/obraz-15-1024x534.png\" alt=\"\" class=\"wp-image-148\" srcset=\"https:\/\/unity3dperformance.com\/wp-content\/uploads\/2024\/09\/obraz-15-1024x534.png 1024w, https:\/\/unity3dperformance.com\/wp-content\/uploads\/2024\/09\/obraz-15-300x156.png 300w, https:\/\/unity3dperformance.com\/wp-content\/uploads\/2024\/09\/obraz-15-768x401.png 768w, https:\/\/unity3dperformance.com\/wp-content\/uploads\/2024\/09\/obraz-15-1536x801.png 1536w, https:\/\/unity3dperformance.com\/wp-content\/uploads\/2024\/09\/obraz-15.png 1906w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<p class=\"has-medium-font-size\">Here\u2019s the code where <code>Debug.Log<\/code> is called 100 times each frame:<\/p>\n\n\n\n<div class=\"wp-block-kevinbatdorf-code-block-pro\" data-code-block-pro-font-family=\"Code-Pro-JetBrains-Mono\" style=\"font-size:.875rem;font-family:Code-Pro-JetBrains-Mono,ui-monospace,SFMono-Regular,Menlo,Monaco,Consolas,monospace;line-height:1.25rem;--cbp-tab-width:2;tab-size:var(--cbp-tab-width, 2)\"><span style=\"display:block;padding:16px 0 0 16px;margin-bottom:-1px;width:100%;text-align:left;background-color:#1E1E1E\"><svg xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"54\" height=\"14\" viewBox=\"0 0 54 14\"><g fill=\"none\" fill-rule=\"evenodd\" transform=\"translate(1 1)\"><circle cx=\"6\" cy=\"6\" r=\"6\" fill=\"#FF5F56\" stroke=\"#E0443E\" stroke-width=\".5\"><\/circle><circle cx=\"26\" cy=\"6\" r=\"6\" fill=\"#FFBD2E\" stroke=\"#DEA123\" stroke-width=\".5\"><\/circle><circle cx=\"46\" cy=\"6\" r=\"6\" fill=\"#27C93F\" stroke=\"#1AAB29\" stroke-width=\".5\"><\/circle><\/g><\/svg><\/span><span role=\"button\" tabindex=\"0\" data-code=\"using UnityEngine;\n\npublic class DebugLogTest : MonoBehaviour\n{\n    private void Update()\n    {\n        for (int i = 0; i &lt; 100; i++)\n        {\n            Debug.Log($&quot;test&quot;);\n        }\n    }\n}\" style=\"color:#D4D4D4;display:none\" aria-label=\"Copy\" class=\"code-block-pro-copy-button\"><svg xmlns=\"http:\/\/www.w3.org\/2000\/svg\" style=\"width:24px;height:24px\" fill=\"none\" viewBox=\"0 0 24 24\" stroke=\"currentColor\" stroke-width=\"2\"><path class=\"with-check\" stroke-linecap=\"round\" stroke-linejoin=\"round\" d=\"M9 5H7a2 2 0 00-2 2v12a2 2 0 002 2h10a2 2 0 002-2V7a2 2 0 00-2-2h-2M9 5a2 2 0 002 2h2a2 2 0 002-2M9 5a2 2 0 012-2h2a2 2 0 012 2m-6 9l2 2 4-4\"><\/path><path class=\"without-check\" stroke-linecap=\"round\" stroke-linejoin=\"round\" d=\"M9 5H7a2 2 0 00-2 2v12a2 2 0 002 2h10a2 2 0 002-2V7a2 2 0 00-2-2h-2M9 5a2 2 0 002 2h2a2 2 0 002-2M9 5a2 2 0 012-2h2a2 2 0 012 2\"><\/path><\/svg><\/span><pre class=\"shiki dark-plus\" style=\"background-color: #1E1E1E\" tabindex=\"0\"><code><span class=\"line\"><span style=\"color: #C586C0\">using<\/span><span style=\"color: #D4D4D4\"> <\/span><span style=\"color: #4EC9B0\">UnityEngine<\/span><span style=\"color: #D4D4D4\">;<\/span><\/span>\n<span class=\"line\"><\/span>\n<span class=\"line\"><span style=\"color: #569CD6\">public<\/span><span style=\"color: #D4D4D4\"> <\/span><span style=\"color: #569CD6\">class<\/span><span style=\"color: #D4D4D4\"> <\/span><span style=\"color: #4EC9B0\">DebugLogTest<\/span><span style=\"color: #D4D4D4\"> : <\/span><span style=\"color: #4EC9B0\">MonoBehaviour<\/span><\/span>\n<span class=\"line\"><span style=\"color: #D4D4D4\">{<\/span><\/span>\n<span class=\"line\"><span style=\"color: #D4D4D4\">    <\/span><span style=\"color: #569CD6\">private<\/span><span style=\"color: #D4D4D4\"> <\/span><span style=\"color: #569CD6\">void<\/span><span style=\"color: #D4D4D4\"> <\/span><span style=\"color: #DCDCAA\">Update<\/span><span style=\"color: #D4D4D4\">()<\/span><\/span>\n<span class=\"line\"><span style=\"color: #D4D4D4\">    {<\/span><\/span>\n<span class=\"line\"><span style=\"color: #D4D4D4\">        <\/span><span style=\"color: #C586C0\">for<\/span><span style=\"color: #D4D4D4\"> (<\/span><span style=\"color: #569CD6\">int<\/span><span style=\"color: #D4D4D4\"> <\/span><span style=\"color: #9CDCFE\">i<\/span><span style=\"color: #D4D4D4\"> = <\/span><span style=\"color: #B5CEA8\">0<\/span><span style=\"color: #D4D4D4\">; <\/span><span style=\"color: #9CDCFE\">i<\/span><span style=\"color: #D4D4D4\"> &lt; <\/span><span style=\"color: #B5CEA8\">100<\/span><span style=\"color: #D4D4D4\">; <\/span><span style=\"color: #9CDCFE\">i<\/span><span style=\"color: #D4D4D4\">++)<\/span><\/span>\n<span class=\"line\"><span style=\"color: #D4D4D4\">        {<\/span><\/span>\n<span class=\"line\"><span style=\"color: #D4D4D4\">            <\/span><span style=\"color: #9CDCFE\">Debug<\/span><span style=\"color: #D4D4D4\">.<\/span><span style=\"color: #DCDCAA\">Log<\/span><span style=\"color: #D4D4D4\">(<\/span><span style=\"color: #CE9178\">$&quot;test&quot;<\/span><span style=\"color: #D4D4D4\">);<\/span><\/span>\n<span class=\"line\"><span style=\"color: #D4D4D4\">        }<\/span><\/span>\n<span class=\"line\"><span style=\"color: #D4D4D4\">    }<\/span><\/span>\n<span class=\"line\"><span style=\"color: #D4D4D4\">}<\/span><\/span><\/code><\/pre><\/div>\n\n\n\n<p class=\"has-medium-font-size\"><\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>How to Avoid This<\/strong><\/h2>\n\n\n\n<p>To prevent performance issues caused by excessive logging, we can use the <strong>Conditional<\/strong> attribute along with a preprocessor directive to control whether <strong>Debug.Log<\/strong> is called only in debug versions, not in production builds.<br><br>We create a <code>Logging<\/code> class with a <code>Log<\/code> method and the attribute <code>[System.Diagnostics.Conditional(\"ENABLE_LOG\")]<\/code>, which means that the method will only be called if we define the preprocessor <code>ENABLE_LOG<\/code>.<\/p>\n\n\n\n<p>Here\u2019s an example:<\/p>\n\n\n\n<div class=\"wp-block-kevinbatdorf-code-block-pro\" data-code-block-pro-font-family=\"Code-Pro-JetBrains-Mono\" style=\"font-size:.875rem;font-family:Code-Pro-JetBrains-Mono,ui-monospace,SFMono-Regular,Menlo,Monaco,Consolas,monospace;line-height:1.25rem;--cbp-tab-width:2;tab-size:var(--cbp-tab-width, 2)\"><span style=\"display:block;padding:16px 0 0 16px;margin-bottom:-1px;width:100%;text-align:left;background-color:#1E1E1E\"><svg xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"54\" height=\"14\" viewBox=\"0 0 54 14\"><g fill=\"none\" fill-rule=\"evenodd\" transform=\"translate(1 1)\"><circle cx=\"6\" cy=\"6\" r=\"6\" fill=\"#FF5F56\" stroke=\"#E0443E\" stroke-width=\".5\"><\/circle><circle cx=\"26\" cy=\"6\" r=\"6\" fill=\"#FFBD2E\" stroke=\"#DEA123\" stroke-width=\".5\"><\/circle><circle cx=\"46\" cy=\"6\" r=\"6\" fill=\"#27C93F\" stroke=\"#1AAB29\" stroke-width=\".5\"><\/circle><\/g><\/svg><\/span><span role=\"button\" tabindex=\"0\" data-code=\"public static class Logging\n{\n    [System.Diagnostics.Conditional(&quot;ENABLE_LOG&quot;)]\n    static public void Log(object message)\n    {\n        UnityEngine.Debug.Log(message);\n    }\n}\" style=\"color:#D4D4D4;display:none\" aria-label=\"Copy\" class=\"code-block-pro-copy-button\"><svg xmlns=\"http:\/\/www.w3.org\/2000\/svg\" style=\"width:24px;height:24px\" fill=\"none\" viewBox=\"0 0 24 24\" stroke=\"currentColor\" stroke-width=\"2\"><path class=\"with-check\" stroke-linecap=\"round\" stroke-linejoin=\"round\" d=\"M9 5H7a2 2 0 00-2 2v12a2 2 0 002 2h10a2 2 0 002-2V7a2 2 0 00-2-2h-2M9 5a2 2 0 002 2h2a2 2 0 002-2M9 5a2 2 0 012-2h2a2 2 0 012 2m-6 9l2 2 4-4\"><\/path><path class=\"without-check\" stroke-linecap=\"round\" stroke-linejoin=\"round\" d=\"M9 5H7a2 2 0 00-2 2v12a2 2 0 002 2h10a2 2 0 002-2V7a2 2 0 00-2-2h-2M9 5a2 2 0 002 2h2a2 2 0 002-2M9 5a2 2 0 012-2h2a2 2 0 012 2\"><\/path><\/svg><\/span><pre class=\"shiki dark-plus\" style=\"background-color: #1E1E1E\" tabindex=\"0\"><code><span class=\"line\"><span style=\"color: #569CD6\">public<\/span><span style=\"color: #D4D4D4\"> <\/span><span style=\"color: #569CD6\">static<\/span><span style=\"color: #D4D4D4\"> <\/span><span style=\"color: #569CD6\">class<\/span><span style=\"color: #D4D4D4\"> <\/span><span style=\"color: #4EC9B0\">Logging<\/span><\/span>\n<span class=\"line\"><span style=\"color: #D4D4D4\">{<\/span><\/span>\n<span class=\"line\"><span style=\"color: #D4D4D4\">    [<\/span><span style=\"color: #4EC9B0\">System<\/span><span style=\"color: #D4D4D4\">.<\/span><span style=\"color: #4EC9B0\">Diagnostics<\/span><span style=\"color: #D4D4D4\">.<\/span><span style=\"color: #4EC9B0\">Conditional<\/span><span style=\"color: #D4D4D4\">(<\/span><span style=\"color: #CE9178\">&quot;ENABLE_LOG&quot;<\/span><span style=\"color: #D4D4D4\">)]<\/span><\/span>\n<span class=\"line\"><span style=\"color: #D4D4D4\">    <\/span><span style=\"color: #569CD6\">static<\/span><span style=\"color: #D4D4D4\"> <\/span><span style=\"color: #569CD6\">public<\/span><span style=\"color: #D4D4D4\"> <\/span><span style=\"color: #569CD6\">void<\/span><span style=\"color: #D4D4D4\"> <\/span><span style=\"color: #DCDCAA\">Log<\/span><span style=\"color: #D4D4D4\">(<\/span><span style=\"color: #569CD6\">object<\/span><span style=\"color: #D4D4D4\"> <\/span><span style=\"color: #9CDCFE\">message<\/span><span style=\"color: #D4D4D4\">)<\/span><\/span>\n<span class=\"line\"><span style=\"color: #D4D4D4\">    {<\/span><\/span>\n<span class=\"line\"><span style=\"color: #D4D4D4\">        <\/span><span style=\"color: #9CDCFE\">UnityEngine<\/span><span style=\"color: #D4D4D4\">.<\/span><span style=\"color: #9CDCFE\">Debug<\/span><span style=\"color: #D4D4D4\">.<\/span><span style=\"color: #DCDCAA\">Log<\/span><span style=\"color: #D4D4D4\">(<\/span><span style=\"color: #9CDCFE\">message<\/span><span style=\"color: #D4D4D4\">);<\/span><\/span>\n<span class=\"line\"><span style=\"color: #D4D4D4\">    }<\/span><\/span>\n<span class=\"line\"><span style=\"color: #D4D4D4\">}<\/span><\/span><\/code><\/pre><\/div>\n\n\n\n<p>With this solution, you can disable logging in production builds while keeping it in development or testing versions.<br><br>To use this method, call <code>Logging.Log<\/code> instead of the standard <code>Debug.Log<\/code>:<\/p>\n\n\n\n<div class=\"wp-block-kevinbatdorf-code-block-pro\" data-code-block-pro-font-family=\"Code-Pro-JetBrains-Mono\" style=\"font-size:.875rem;font-family:Code-Pro-JetBrains-Mono,ui-monospace,SFMono-Regular,Menlo,Monaco,Consolas,monospace;line-height:1.25rem;--cbp-tab-width:2;tab-size:var(--cbp-tab-width, 2)\"><span style=\"display:block;padding:16px 0 0 16px;margin-bottom:-1px;width:100%;text-align:left;background-color:#1E1E1E\"><svg xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"54\" height=\"14\" viewBox=\"0 0 54 14\"><g fill=\"none\" fill-rule=\"evenodd\" transform=\"translate(1 1)\"><circle cx=\"6\" cy=\"6\" r=\"6\" fill=\"#FF5F56\" stroke=\"#E0443E\" stroke-width=\".5\"><\/circle><circle cx=\"26\" cy=\"6\" r=\"6\" fill=\"#FFBD2E\" stroke=\"#DEA123\" stroke-width=\".5\"><\/circle><circle cx=\"46\" cy=\"6\" r=\"6\" fill=\"#27C93F\" stroke=\"#1AAB29\" stroke-width=\".5\"><\/circle><\/g><\/svg><\/span><span role=\"button\" tabindex=\"0\" data-code=\"using UnityEngine;\n\npublic class DebugLogTest : MonoBehaviour\n{\n    private void Update()\n    {\n        for (int i = 0; i &lt; 100; i++)\n        {\n            Logging.Log($&quot;test&quot;);\n        }\n    }\n}\" style=\"color:#D4D4D4;display:none\" aria-label=\"Copy\" class=\"code-block-pro-copy-button\"><svg xmlns=\"http:\/\/www.w3.org\/2000\/svg\" style=\"width:24px;height:24px\" fill=\"none\" viewBox=\"0 0 24 24\" stroke=\"currentColor\" stroke-width=\"2\"><path class=\"with-check\" stroke-linecap=\"round\" stroke-linejoin=\"round\" d=\"M9 5H7a2 2 0 00-2 2v12a2 2 0 002 2h10a2 2 0 002-2V7a2 2 0 00-2-2h-2M9 5a2 2 0 002 2h2a2 2 0 002-2M9 5a2 2 0 012-2h2a2 2 0 012 2m-6 9l2 2 4-4\"><\/path><path class=\"without-check\" stroke-linecap=\"round\" stroke-linejoin=\"round\" d=\"M9 5H7a2 2 0 00-2 2v12a2 2 0 002 2h10a2 2 0 002-2V7a2 2 0 00-2-2h-2M9 5a2 2 0 002 2h2a2 2 0 002-2M9 5a2 2 0 012-2h2a2 2 0 012 2\"><\/path><\/svg><\/span><pre class=\"shiki dark-plus\" style=\"background-color: #1E1E1E\" tabindex=\"0\"><code><span class=\"line\"><span style=\"color: #C586C0\">using<\/span><span style=\"color: #D4D4D4\"> <\/span><span style=\"color: #4EC9B0\">UnityEngine<\/span><span style=\"color: #D4D4D4\">;<\/span><\/span>\n<span class=\"line\"><\/span>\n<span class=\"line\"><span style=\"color: #569CD6\">public<\/span><span style=\"color: #D4D4D4\"> <\/span><span style=\"color: #569CD6\">class<\/span><span style=\"color: #D4D4D4\"> <\/span><span style=\"color: #4EC9B0\">DebugLogTest<\/span><span style=\"color: #D4D4D4\"> : <\/span><span style=\"color: #4EC9B0\">MonoBehaviour<\/span><\/span>\n<span class=\"line\"><span style=\"color: #D4D4D4\">{<\/span><\/span>\n<span class=\"line\"><span style=\"color: #D4D4D4\">    <\/span><span style=\"color: #569CD6\">private<\/span><span style=\"color: #D4D4D4\"> <\/span><span style=\"color: #569CD6\">void<\/span><span style=\"color: #D4D4D4\"> <\/span><span style=\"color: #DCDCAA\">Update<\/span><span style=\"color: #D4D4D4\">()<\/span><\/span>\n<span class=\"line\"><span style=\"color: #D4D4D4\">    {<\/span><\/span>\n<span class=\"line\"><span style=\"color: #D4D4D4\">        <\/span><span style=\"color: #C586C0\">for<\/span><span style=\"color: #D4D4D4\"> (<\/span><span style=\"color: #569CD6\">int<\/span><span style=\"color: #D4D4D4\"> <\/span><span style=\"color: #9CDCFE\">i<\/span><span style=\"color: #D4D4D4\"> = <\/span><span style=\"color: #B5CEA8\">0<\/span><span style=\"color: #D4D4D4\">; <\/span><span style=\"color: #9CDCFE\">i<\/span><span style=\"color: #D4D4D4\"> &lt; <\/span><span style=\"color: #B5CEA8\">100<\/span><span style=\"color: #D4D4D4\">; <\/span><span style=\"color: #9CDCFE\">i<\/span><span style=\"color: #D4D4D4\">++)<\/span><\/span>\n<span class=\"line\"><span style=\"color: #D4D4D4\">        {<\/span><\/span>\n<span class=\"line\"><span style=\"color: #D4D4D4\">            <\/span><span style=\"color: #9CDCFE\">Logging<\/span><span style=\"color: #D4D4D4\">.<\/span><span style=\"color: #DCDCAA\">Log<\/span><span style=\"color: #D4D4D4\">(<\/span><span style=\"color: #CE9178\">$&quot;test&quot;<\/span><span style=\"color: #D4D4D4\">);<\/span><\/span>\n<span class=\"line\"><span style=\"color: #D4D4D4\">        }<\/span><\/span>\n<span class=\"line\"><span style=\"color: #D4D4D4\">    }<\/span><\/span>\n<span class=\"line\"><span style=\"color: #D4D4D4\">}<\/span><\/span><\/code><\/pre><\/div>\n\n\n\n<p><\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Adding a Custom Preprocessor Directive<\/strong><\/h2>\n\n\n\n<p><br>To enable logging, you need to add the <code>ENABLE_LOG<\/code> preprocessor in Unity\u2019s project settings. You can do this by navigating to <strong>Player Settings<\/strong> -> <strong>Other Settings<\/strong> and adding <code>ENABLE_LOG<\/code> in the <strong>Scripting Define Symbols<\/strong> field.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"465\" src=\"https:\/\/unity3dperformance.com\/wp-content\/uploads\/2024\/09\/obraz-16-1024x465.png\" alt=\"\" class=\"wp-image-149\" srcset=\"https:\/\/unity3dperformance.com\/wp-content\/uploads\/2024\/09\/obraz-16-1024x465.png 1024w, https:\/\/unity3dperformance.com\/wp-content\/uploads\/2024\/09\/obraz-16-300x136.png 300w, https:\/\/unity3dperformance.com\/wp-content\/uploads\/2024\/09\/obraz-16-768x349.png 768w, https:\/\/unity3dperformance.com\/wp-content\/uploads\/2024\/09\/obraz-16-1536x697.png 1536w, https:\/\/unity3dperformance.com\/wp-content\/uploads\/2024\/09\/obraz-16.png 1707w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<p class=\"has-medium-font-size\"><\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Conclusion<\/strong><\/h2>\n\n\n\n<p><strong>Debug.Log<\/strong> is a valuable tool during development, but leaving it in production code can lead to performance issues, particularly on mobile and WebGL platforms. Using the <strong>Conditional<\/strong> attribute and preprocessor directives allows you to control when logging is active, significantly improving the final game\u2019s performance.<\/p>\n\n\n\n<p>I hope this post helps you better manage logging in your Unity projects. If you have any questions or your own ways of optimizing code, feel free to share them in the comments!<\/p>\n\n\n\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Introduction When working on a game in Unity, Debug.Log is a key debugging tool that helps track the code\u2019s operation in real time. However, leaving Debug.Log calls in the final version of the game can significantly affect performance, especially on platforms like mobile devices and WebGL. In this post, I will discuss why excessive logging [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6],"tags":[23,18],"class_list":["post-147","post","type-post","status-publish","format-standard","hentry","category-unity-optimization","tag-code-optimization","tag-unity-optimization"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v23.8 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>How Debug Log Can Lower Game Performance and How to Avoid It - Unity3D Performance Blog<\/title>\n<meta name=\"description\" content=\"Discover how excessive use of Debug.Log in Unity can affect game performance, especially on mobile and WebGL platforms. Learn effective strategies to optimize logging in your projects for better FPS and smoother gameplay.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/unity3dperformance.com\/index.php\/2024\/10\/02\/debug-log-performance-optimization\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"How Debug Log Can Lower Game Performance and How to Avoid It - Unity3D Performance Blog\" \/>\n<meta property=\"og:description\" content=\"Discover how excessive use of Debug.Log in Unity can affect game performance, especially on mobile and WebGL platforms. Learn effective strategies to optimize logging in your projects for better FPS and smoother gameplay.\" \/>\n<meta property=\"og:url\" content=\"https:\/\/unity3dperformance.com\/index.php\/2024\/10\/02\/debug-log-performance-optimization\/\" \/>\n<meta property=\"og:site_name\" content=\"Unity3D Performance Blog\" \/>\n<meta property=\"article:published_time\" content=\"2024-10-02T12:00:00+00:00\" \/>\n<meta property=\"article:modified_time\" content=\"2024-09-29T18:26:23+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/unity3dperformance.com\/wp-content\/uploads\/2024\/09\/obraz-15-1024x534.png\" \/>\n<meta name=\"author\" content=\"Rufi\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"Rufi\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"3 minutes\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\/\/schema.org\",\"@graph\":[{\"@type\":\"WebPage\",\"@id\":\"https:\/\/unity3dperformance.com\/index.php\/2024\/10\/02\/debug-log-performance-optimization\/\",\"url\":\"https:\/\/unity3dperformance.com\/index.php\/2024\/10\/02\/debug-log-performance-optimization\/\",\"name\":\"How Debug Log Can Lower Game Performance and How to Avoid It - Unity3D Performance Blog\",\"isPartOf\":{\"@id\":\"https:\/\/unity3dperformance.com\/#website\"},\"primaryImageOfPage\":{\"@id\":\"https:\/\/unity3dperformance.com\/index.php\/2024\/10\/02\/debug-log-performance-optimization\/#primaryimage\"},\"image\":{\"@id\":\"https:\/\/unity3dperformance.com\/index.php\/2024\/10\/02\/debug-log-performance-optimization\/#primaryimage\"},\"thumbnailUrl\":\"https:\/\/unity3dperformance.com\/wp-content\/uploads\/2024\/09\/obraz-15-1024x534.png\",\"datePublished\":\"2024-10-02T12:00:00+00:00\",\"dateModified\":\"2024-09-29T18:26:23+00:00\",\"author\":{\"@id\":\"https:\/\/unity3dperformance.com\/#\/schema\/person\/1296fd7575f681c85a3afc18bf973b0c\"},\"description\":\"Discover how excessive use of Debug.Log in Unity can affect game performance, especially on mobile and WebGL platforms. 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