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[Lunar Mobile Console] High-performance Unity iOS/Android logger built with native platform UI

Discussion in 'Assets and Asset Store' started by weeeBox, Aug 13, 2015.

?

How would you prefer the plugin to be integrated into your project?

  1. Open Source: I can modify files and have them compiled every time Unity builds my game

  2. Binaries: I still have an access to the source code on Github but can't modify them in my project

  3. None: I don't need your plugin - go to hell!

Results are only viewable after voting.
  1. mollermanden

    mollermanden

    Joined:
    Apr 2, 2013
    Posts:
    23
    Hi,

    I have a problem integrating LunarConsole into my existing project which is using Vuforia. As I think the problem is related to Vufora rather than Lunar Console I've made a post in their forum but I thought some might find it useful to at least have a reference.

    Basically whenever I move the LunarConsole prefab to my scene and build my project targeting iOS two exceptions are thrown:
    Code (csharp):
    1. IndexOutOfRangeException: Array index is out of range.
    and then

    Code (csharp):
    1. Exception: Invalid PBX project (parsing line 0)
     
  2. weeeBox

    weeeBox

    Joined:
    Jun 2, 2014
    Posts:
    271
    Hi, @mollermanden

    Sorry to hear about the issue. I'll setup Vufora and try to investigate.

     
  3. weeeBox

    weeeBox

    Joined:
    Jun 2, 2014
    Posts:
    271
    Hi, @mollermanden

    I've found the solution:
    1. Open this file: Assets/LunarConsole/Editor/BuildPostProcessor.cs
    2. Change line 36 from [PostProcessBuild] to [PostProcessBuild(1000)]
    The fix would be included into the upcoming v0.6.1 release. Please, let me know if it helps.

    EDIT: see this GitHub commit for details.

    Thanks,

    -Alex
     
    Last edited: Aug 31, 2016
    mollermanden likes this.
  4. mollermanden

    mollermanden

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    Apr 2, 2013
    Posts:
    23
    That was quick! Thanks a lot, now it builds and currently I'm waiting for Cloud Build to finish to device test it. But so far it seems to do it.

    Thanks again

    BTW: Would you prefer issues like this to be reported on GitHub rather than here?

     
    Last edited: Sep 1, 2016
  5. weeeBox

    weeeBox

    Joined:
    Jun 2, 2014
    Posts:
    271
    Sure thing!

    It doesn't really matter: I would receive notifications from both so feel free to use the approach which works best in your case.

    Thanks,

    -Alex

    p.s. don't forget to rate the plugin on the Asset Store page if you find it useful.

     
  6. weeeBox

    weeeBox

    Joined:
    Jun 2, 2014
    Posts:
    271
    Hey there!

    Version 0.6.0 is now live!

    Improvements:
    • Added a transparent log overlay view.
    • Added plugin settings.

     
  7. Freaking-Pingo

    Freaking-Pingo

    Joined:
    Aug 1, 2012
    Posts:
    310
    @weeeBox a good portion of the icons used for the plugin currently yields an libpng cruch error when build through xcode (Currently using xcode 8):

    For some, the errors can be ignored, but we are currently implementing continuous integration using Fastlane which will consider the build a failure when encountering these errors. Temporarily, we just stripped all icons from LunarConsole.
     
  8. weeeBox

    weeeBox

    Joined:
    Jun 2, 2014
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    271
    Hi, @Freaking-Pingo

    Sorry for the issue. I'll look at it asap!

    Thanks,

    -Alex
     
  9. weeeBox

    weeeBox

    Joined:
    Jun 2, 2014
    Posts:
    271
    Hi, @Freaking-Pingo

    After a few tests I'm not able to reproduce the problem on my end.

    Can you try some of the Troubleshooting steps from the manual?

    If none of these works can you check if the "Libraries" group from your Xcode project looks the same or are there any extra files?

     
  10. weeeBox

    weeeBox

    Joined:
    Jun 2, 2014
    Posts:
    271
    Hey there!

    I'm happy to announce the release of version 0.6.1!

    Fixes:
    • Multithreaded logging.
    • Vuforia plugin compatibility issues.
     
  11. weeeBox

    weeeBox

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  12. Freaking-Pingo

    Freaking-Pingo

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    310
    Heey @weeeBox I messed around with my project and xcode afterwards. I decided to re-enable lunar in order to provide you with the necessary information, but for some reason, I am no longer receiving the error pngcrush error anymore. If I encounter it again, I'll make sure to note it.

    And even though it may not be relevant, yes, I have all the same Library files as the ones present in your screenshot.
     
  13. weeeBox

    weeeBox

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    Hey @Freaking-Pingo,

    So everything works as expected?
     
  14. Freaking-Pingo

    Freaking-Pingo

    Joined:
    Aug 1, 2012
    Posts:
    310
    Yes. It appears some changes in our project have resolved the issue. I am certain that the errors were related to the icons used in Lunar, because the console pointed me directly to them. The error may have resolved itself, as we reinstalled the plugin. It could also be because we upgraded Unity to 5.4.1p2 from 5.4.1p1 but I think that is unlikely.

    More information about the error can be found in this stack overflow question: http://stackoverflow.com/questions/24714795/xcode5-pngcrush-caught-libpng-error
     
  15. weeeBox

    weeeBox

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    Good. I haven't seen it before but would keep an eye on this!

    Thanks for reporting the issue and please don't forget to rate the plugin on the Asset Store if you find it useful!

    Thanks,

    -Alex
     
  16. MD_Reptile

    MD_Reptile

    Joined:
    Jan 19, 2012
    Posts:
    2,664
    @weeeBox I've had a problem with lunar mobile console on android, when using IL2CPP as the scripting backend.

    It still works but it won't allow stack tracing, whether development mode/script debugging are checked or not.

    This is on 5.4.1f1.

    Shouldn't it still work like on the mono backend?
     
  17. weeeBox

    weeeBox

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  18. MD_Reptile

    MD_Reptile

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    Alrighty, thanks for clearing that up! And thanks again for this highly useful asset you've created!
     
  19. weeeBox

    weeeBox

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    Thanks, @MD_Reptile! :)
     
  20. MD_Reptile

    MD_Reptile

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    If anybody else runs into the problem on 5.4.1f1 and android IL2CPP, use 5.4.1p4 instead - where it works fine!
     
    weeeBox likes this.
  21. weeeBox

    weeeBox

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    Thanks for the find!
     
    MD_Reptile likes this.
  22. NeatWolf

    NeatWolf

    Joined:
    Sep 27, 2013
    Posts:
    924
    Hi there,

    I've seen Lunar Console to be used in Surfatron (a mobile game tied to 3D Realms/Apogee/Interceptor Entertainment last title: Rad Rodgers) and, as a beta tester of the game and freelancer programmer, I was also curious in buying it for myself.

    Just one question: I know it's been built with mobile in mind, but, can I also test it on play mode or on desktop builds? It would be a nice bug reporting tool for desktop titles offered for beta testing since it has features like the overlayed console and the send-mail features.
     
  23. weeeBox

    weeeBox

    Joined:
    Jun 2, 2014
    Posts:
    271
    Hi @NeatWolf,

    I'm planning to merge it with this plugin: https://www.assetstore.unity3d.com/en/#!/content/36147

    That would make all these things you've mentioned possible. Can't tell anything about the timeline: I mostly work on improving the mobile UI and adding actions and variables support (would be released soon)
     
    NeatWolf likes this.
  24. NeatWolf

    NeatWolf

    Joined:
    Sep 27, 2013
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    924
    Thanks for the fast reply!

    Cool! Will you be allowing us to transition to the merged version as a paid update from Lunar Console?
     
  25. weeeBox

    weeeBox

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    I haven't been thinking about it much: there still a lot of things to do before it happens :)
     
  26. weeeBox

    weeeBox

    Joined:
    Jun 2, 2014
    Posts:
    271
    Hey there!

    I'm happy to announce the release of version 0.7.0!

    New:
    • Added support for console move/resize.
    Fixes:
    • iOS: Xcode 7 compatibility and UI fixes.
    • Android: Android Nougat compatibility fixes.
    Improvements:
    • Added move/resize feature.
    • iOS: improved memory usage.
     
  27. weeeBox

    weeeBox

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    The update is now live!
     
  28. weeeBox

    weeeBox

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    A quick preview of the upcoming "Quick Actions" feature (to be released til the end of the year)

     
  29. weeeBox

    weeeBox

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    Performance testing on Android: 500 Debug.Log calls per frame
     
  30. hayashiyui

    hayashiyui

    Joined:
    Nov 8, 2012
    Posts:
    6
    Hello,
    I'm trying Lunar Console v0.7.0 but the iOS Build is fail on Unity Cloud Build. Somehow the local build is no problem.
    My project is very simple one that contains only Lunar Console.

    Cloud Build Log
    157: [Unity] Initialize engine version: 5.5.0f3 (38b4efef76f0)
    158: [Unity] Finished exporting player successfully.
    159: + Building with Xcode 8.0
    160: [xcode] 2017-01-21 07:42:18.654 xcodebuild[5417:25363] Error Domain=NSCocoaErrorDomain Code=3840 "Unexpected character / at line 1" UserInfo={NSDebugDescription=Unexpected character / at line 1, kCFPropertyListOldStyleParsingError=Error Domain=NSCocoaErrorDomain Code=3840 "Junk after plist at line 3" UserInfo={NSDebugDescription=Junk after plist at line 3}}
    161: [xcode] xcodebuild: error: Unable to read project 'Unity-iPhone.xcodeproj'.
    162: ! build of 'default-ios' failed. compile failed
    163: publishing finished successfully.
    164: Finished: FAILURE
     
  31. MD_Reptile

    MD_Reptile

    Joined:
    Jan 19, 2012
    Posts:
    2,664
    That is a strange problem, sounds like something you might bring up to the Unity team, and that @weeeBox might not be able to help you with...
     
  32. weeeBox

    weeeBox

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    Jun 2, 2014
    Posts:
    271
    Hi, @hayashiyui

    This is a known problem that appeared after some changes in Unity Cloud build. I've fixed it already but the update is still pending. Please, send an email to lunar.plugin at gmail.com and I'll send you a patch.

    Sorry for the issue.

    p.s. and thanks for your reply @MD_Reptile!
     
  33. weeeBox

    weeeBox

    Joined:
    Jun 2, 2014
    Posts:
    271
    Hey there!

    I'm happy to announce the release of version 0.8.0!

    New:
    Fixes:
    • iOS: Fixed Unity Cloud Build error '[xcode] xcodebuild: error: Unable to read project Unity-iPhone.xcodeproj.
    • Android: Fixed 'JNI ERROR (app bug): local reference table overflow (max=512)'
    Changes:
    • Renamed Unity Cloud Build 'Pre-Export Method Name' from 'LunarConsolePluginInternal.Installer.*' to 'LunarConsoleEditorInternal.Installer.*'
     
    MD_Reptile likes this.
  34. hayashiyui

    hayashiyui

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    Nov 8, 2012
    Posts:
    6
  35. weeeBox

    weeeBox

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  36. weeeBox

    weeeBox

    Joined:
    Jun 2, 2014
    Posts:
    271
    Hey there!

    Version 0.8.0 is now live!

    New:
    Fixes:
    • iOS: Fixed Unity Cloud Build error '[xcode] xcodebuild: error: Unable to read project Unity-iPhone.xcodeproj.
    • Android: Fixed 'JNI ERROR (app bug): local reference table overflow (max=512)'
    Changes:
    • Renamed Unity Cloud Build 'Pre-Export Method Name' from 'LunarConsolePluginInternal.Installer.*' to 'LunarConsoleEditorInternal.Installer.*'
    @hayashiyui, it contains Unity Cloud Build fix.
     
  37. weeeBox

    weeeBox

    Joined:
    Jun 2, 2014
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    271
    Hey there!

    I'm happy to announce the release of version 0.9.0!

    New:
    Fixes:
    • Fixed UI-layout
     
    MD_Reptile likes this.
  38. weeeBox

    weeeBox

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    Jun 2, 2014
    Posts:
    271
    Hey there!

    Version 0.9.0 is now live!

    New:
    Fixes:
    • Fixed UI-layout
     
  39. weeeBox

    weeeBox

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  40. weeeBox

    weeeBox

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    I'm happy to announce the release of Lunar Mobile Console - FREE!
     
  41. weeeBox

    weeeBox

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  42. weeeBox

    weeeBox

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    Lunar Mobile Console does not work correctly on Unity 5.6.0b11. Bug report submitted.
     
  43. weeeBox

    weeeBox

    Joined:
    Jun 2, 2014
    Posts:
    271
    'Lunar Mobile Console - 1.1.0' has been submitted for review!

    Change log:

    New:
    • Added Range Variables!
    • Added ability to enable/disable the console programmatically.
    Fixes:
    • User-defined variables UI bug.
    • Button icons colors and compression.
    • Android: Fixed Gradle (New) build system.
    • iOS: Fixed popup controllers bug.
     
  44. weeeBox

    weeeBox

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  45. weeeBox

    weeeBox

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  46. kyubuns

    kyubuns

    Joined:
    Aug 6, 2013
    Posts:
    138
    hi,
    Can I set a default e-mail address when I send the e-mail from Lunar Mobile Console?
     
  47. weeeBox

    weeeBox

    Joined:
    Jun 2, 2014
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    271
    Hi,

    Not at the moment but I'll add it to the roadmap.

    Thanks,

    -Alex
     
  48. kyubuns

    kyubuns

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    Aug 6, 2013
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    Thanks!
     
  49. weeeBox

    weeeBox

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    Lunar Mobile Console v1.4.0 is now live!

    New:
    • Added 'Actions & Variables' window
     
  50. weeeBox

    weeeBox

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